Age of Wonders 4

Age of Wonders 4

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Animal Cults - Society Traits
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4.192 MB
19 Oct, 2024 @ 11:52am
25 May @ 8:40am
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Animal Cults - Society Traits

Description
Introduction
I really loved how the Primal update focused on cultures that worship or integrate certain animals into their culture but I feel it didn't go far enough.

There are so many cool animals and creatures available in the game that the player never gets access to or cannot access them reliably. So I decided to create this mod.

This mod will add a number of society traits allowing players to recruit wildlife units however, they will still be locked behind tiers. This mod focuses more on themes than balance so player consideration is advised.

What are the current plans for this mod?
The current plan is to add a number of society traits each focusing on a certain type of animal, such as bears, wolves, birds and then allow players to recruit those specific units.

I plan to continue to update this mod should new wildlife get released or if players wish a certain type of Cult to be added.

What are the currently planned Cults?
All Cults, the benefits they provide and the animals you can recruit can be found in this doc here
https://docs.google.com/spreadsheets/d/1dZ1BFKvZIwAilorUniIUbm-P3iS8Ra89OuQJKJCF3DU/edit?gid=1975033005#gid=1975033005

Update 4.2 - Fixed incorrect values for Cult of the Crystal and Cult of the Fey, Slightly fixed Legion bug with cult of the Ape, will need to update this later currently only applies to ape cult units now not culture units

Update 4.1 - Fixed missing Insects in Cult of the Insect

Update 4.0 - Huge update with too many things to list here, Rebuilt the mod from the ground up to better integrate with expanded version. 3 new cults Cult of the Frost, Cult of the Blight, Cult of the Lightning. Themed around their element. Spiders, cats, crystals and inferno units all have new abilities, Some cults now have unique building chains to unlock their animals. Some cults have new units.

Update 3.2 Bug Fixes, Added War Hound to Cult of the Wolf, additional mana to cult of the crystal to help with mana expensive units, final prep for new Expanded Wildlife Mod.

Update 3.1 Loca Fixes, Slight nerfs to the new traits(thought they were slightly too powerful). Added prep for new Expanded Wildlife Mod

Update 3.0 Giant Kings update. Added 4 new cults, Cult of the Ape featuring the new Ape Units. Cult of the Crystal featuring the new Lithorine Units. Cult of the Fey, featuring the 4 seasons of fairy and their Scourges. Cult of the Tribe, featuring Ogres and Trolls, including the new Ogre Variants added in the Giant Kings DLC. Primordial Basilisk added to Cult of the Snake. Pyremoth and Primordial Pyremoth added to Cult of the Insect.

Update 2.0! Split crocodiles into their own cult, Cult of the Mire. Added new abilities and benefits to each Society Trait, Fixed a number of Loca issues, Added Loca Hyperlinks, Fixed missing Umbral Demon unit stats

Update 1.91 Fixed some missing Loca

Update 1.9 Created additional benefits for the Cult of the Bear, Cult of the Insect, Cult of the Snake and Cult of the Wolf

Update 1.8 Update for Ways of War!

Update 1.7 Cult of the Sea Complete! Recruit Crocodiles and Hermit Crab, 3 new summon spells for krakens and nimu units, must be cast on owned ocean tile.

Update 1.6 Cult of the Boar and Cult of the Inferno Complete! Changed costs of multiple animals from gold to mana where appropriate. Added Mana income boost to Umbral cult to help with unit upkeep. Fixed fleshling that wasn't appearing. Added Loca that was missing.

Update 1.5 Cult of the Umbral Complete!

Update 1.4 Cult of the Spider complete! Fixed some icons to better represent their animal cult, changed cult of the insect from shadow to nature.

Update 1.3 Cult of the Tusk complete, Cult of the Feather complete

Update 1.2 - Wolf and Serpent Cults Complete

Update 1.1 - Insect and Worm cult complete!
Removed additional buffs from society traits as they weren't currently working. Will work on making them more interesting later.

Update 1.0 - Mod release

I am open to all suggestions and balance ideas, so please comment them down below.

Modding is a very time consuming process, if you'd like to support me for the work I do please consider donating on paypal [www.paypal.com]. Any amount you can spare really goes a long way.
If you don't believe I have earned your donation then please consider donating to one of the other amazing members of this community.
I know they'd very much appreciate it. Thanks
117 Comments
HakuWatari  [author] 14 Jun @ 3:14am 
Hey everyone, thank you for all your comments, unfortunately I've been very busy with work lately.

I can look at adding in Dire Penguins. I didn't add them due to a weird philosophy I had at the start of this mods life cycle where I didn't want to clash with other mods. Then because there was a penguin tome I decided not to add them. However, the mod and units have evolved to be there own unique units so it makes sense to add them now.

There won't be a cult of them unfortunately. Unless the devs decide to add more variants of Dire Penguins.

@crochetcocoking - So instead of food i envisioned the swarming as draft a bit similar to the trait prolific swarmers
Sturm 5 Jun @ 5:20pm 
We already have a cult for each individual element and there's already the Geomancy tome which is focused on elementals, so it's unlikely.
Rapid Storm 5 Jun @ 12:45pm 
guys maybe elemental cult ?
Sturm 3 Jun @ 3:58pm 
Honestly I'm surprised penguins aren't in Cult of the Sea or Frost
That said, there is another mod that adds a penguin tome
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2970474377
Siren System 3 Jun @ 2:20pm 
Cult of the Dire Penguin When?
crochetcocoking 28 May @ 4:03pm 
i would suggest a potential cult of insects to boost food income as they often come in swarm.
Colorstrike 25 May @ 11:02pm 
:steamthumbsup: I will do some thinking. If I think of something good I'll be back.
HakuWatari  [author] 25 May @ 10:56pm 
If you have any ideas for a new one that would thematically fit I'd love to hear them.
Colorstrike 25 May @ 10:08pm 
That's certainly true. I don't know how much effort it is but if it's not too much trouble could you give Cult of the Fey a new starting bonus?
HakuWatari  [author] 25 May @ 12:19pm 
@Colorstrike Yes I decided to remove this as starting with a tier 3 unit is a bit too powerful, considering the cult is already quite strong