Old World

Old World

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2.157 MB
11 May, 2022 @ 2:22pm
25 Aug, 2024 @ 9:17am
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Archetypes+

In 1 collection by Revan
Mods by Revan for Old World
42 items
Description
5 new Archetypes, 2 new studies, 4 new traits, 1 new attribute, 8 Cognomen and 26 historical characters


Sky Explorer - Cognomen: The Stargazer
  • +2 Wisdom - Can be a Governor
  • As Leader: -10% Wonder Costs, Can Redraw Techs & +1 Tech Card Hand Size
  • +3 Science/Year & +5% Science in every City/Year <> Elder Specialists: +2 Science & if law is active: Iconography: +2 Orders & Calligraphy: +2 Science
  • Individual probability chance of trait: Educated, Superstitious, Uncouth, Affable & Witty

Corruptionist - Cognomen: The Corruptionist
  • +3 Discipline, +1 Courage & -2 Charisma - Can be a Governor, a General or Spymaster
  • As Leader: Can Buy/Sell Orders, -35% Switch Law Cost & Can Hurry City Production with Orders
  • +50 Money/Year, -5 Civics/Year & -10% Money in every City/Year <> Project Treasurey_1: +3 Money, _2: +6 Money, _3 +10 Money, _4: +20 Money if law is active: Tyranny: +1 Discontent
  • Individual probability chance of trait: Dealmaker, Corrupt, Debauched & Greedy <> [Chance to die: Long 0% - Standard 5% - Realistic 10%]

Artist - Cognomen: The Artist
  • +1 Wisdom & +1 Charisma - Can be a Governor or an Ambassador
  • As Leader: Unlocks Drama, Start music, Can upgrade Improvements & Multiple Workers can build Improvements
  • +1 Culture per Culture Level in every City/Year & +15% Culture in every City/Year <> Poet: Apprentice +1 Culture, Master +2 Culture, Elder: +3 Culture & Project Festival_1-4: +0.5 Culture each
  • Individual probability chance of trait: Educated, Romantic, Herbalist, Pet Fish Owner & Exotic

Merchant - Cognomen: The Merchant
  • +2 Discipline, +2 Courage & -2 Wisdom - Can be a Governor or a General
  • As Leader: Can buy/sell for the same price, -1 year for improvements & +15 All Foreign Leader Opinions
  • +1 Food/Year, +2 Stone/Year, +2 Iron/Year, +2 Wood/Year & +10% Money in every City/Year <> Shopkeeper: Apprentice +3 Money, Master +7 Money, Elder: +15 Money & if law is active: Monetary Reform: +10 Money
  • Individual probability chance of trait: Dealmaker, Exotic, Pet Monkey Owner & Greedy <> [+10% Chance to get ill]

Champion - Cognomen: The Champion
  • +2 Courage, +1 Charisma & -1 Discipline - Can be a Governor, a General, an Ambassador or a Spymaster
  • As Leader: +5 XP for All Units during Combat, Can Hurry City Production with Training & -20 Training for each war
  • +15 Training/Year & +15% Training in every City/Year <> Project Olympics: +0.5 Training & Improvement Barracks: +3 Training


2 new study types:

  • Astronomy student (Education fee: "minimal" gold)
  • +1 Wisdom, -1 Courage - Can lead to: Sky Explorer, Scholar, Corruptionist, Hero or Artist
  • on completion an event will trigger where you can choose from two traits: Educated (+2 Wisdom) and Broad-minded.

  • Pythagoreanism student (Education fee: "tiny" gold)
  • +1 Wisdom - Can lead to: Sky Explorer, Scholar, Corruptionist, Judge, Diplomat, Orator, Builder, Hero, Artist, Merchant or Champion
  • on completion an event will trigger where you can choose from three traits: Affable (+2 Wisdom), Eloquent (+2 Civics when governor) and Engineer (General +50% attack across river from units).


4 new traits:

  • Broad-minded
  • +1 Charisma & +1 Wisdom

  • Funded education
  • -1 Charisma, +1 Wisdom & +1 Discipline (cost: 120 gold)

  • Famous Person
  • +1 Fame

  • Pyramids Builder (Only for a few new egyptian characters)
  • +25 All Foreign Leader Opinions, +5 Stone/Year, All Cities: +3 Stone & -3 Food, Project Caravan: +50 Money & Stonecutte:r +3 Stone


1 new attribute:

  • Fame
  • +2 Food, +2 Stone, +2 Wood, +2 Iron, +1 Order, +1 Culture & -4 Money
  • As Leader: +4 Food & +4 Stone, +4 Wood, +4 Iron, +2 Orders, +2 Culture & -8 Money
  • As Governor: +3% Growth, +6% Civics, +6% Culture, +6% Science, +3% Money
  • As General: +9% Defense


26 new (prominent/historical) characters: (archetypes & traits selected to try to reflect their nature) ONLY 5 EVENTS YET

  • Greece: Alcibiades, Polybios, Antiphon, Demosthenes, Archimedes, Aristomachos
  • Rome: Dorotheos, Flavius Tribonianus, Marcus Antonius, Marcus Iunius Brutus, Marcus Furius Camillus, Lucius Sergius Catilina, Gaius Valerius Catullus, Gnaeus Cornelius Lentulus Batiatus, Eumachia, Marcus Tullius Cicero, Mnester
  • Babylon: Iddin-Marduk
  • Egypt: Sneferu, Cheops, Rahotep, Nofret, Nefermaat, Ankh-af-na-khonsu i
  • Carthage: Hannibal, Hamilcar, Mago, Hasrubal

i N F O
  • Every family has given a chance to gain the new archetypes (e.g. families focused on research become likely easier Sky Explorers than families focused on war)
  • During studies theres a slight chance you are going to be one of the new archetypes (The chance is always below 100% for every added chance for an archetype to become)
  • Every named (real) character was looked through and a lot of them were given the "Famous Person" trait
  • Ministers have a chance of the new archetypes
  • 3 new great persons: Great Stargazer, Great Artist & Great Famous Person
  • 8 cognomen with stat and bonus
  • 8 new achievements to archive (gain legitimacy)
  • 1 completely new event for astronomy studies added (giving 2 answer options)
  • 5 completely new events for historical characters added (everyone have different triggers, so just play and find out or look at the event browser ^^)
  • Added a bunch of new events for trait probabilities
  • Added extra answer options to some vanilla events
  • Added some character portraits

N O T E S
  • "Pick leader later" is currently not supported.
  • Random "gain trait" events will also pop up for characters not in your nation (this is because i made it so that your characters and AI, too can gain random traits)
  • You might want to start one higher difficulty level as usual.
  • Mod compatibility with all my mods
  • You are not allowed to take any of this content
  • 1st release August 2020, over 50 updates ever since

Github Project page here[github.com]
18 Comments
Revan  [author] 29 Jan, 2024 @ 9:46pm 
Thanks for your details. ;)
I think its fine if the merchat is in the middle of your list: :lunar2019grinningpig:
joel.west 29 Jan, 2024 @ 9:42pm 
I use the following total to measure an archetype trait or family class

total = output per turn of money (coin)+science+all civics+all training

using that total merchant does not have the best total. it lags behind three other archetypes as follows

124 corruptionist (from your mod)
79 builder
59 commander
57 merchant (from your mod)
56 judge
49 tactician
46 zealot
31 hero
<28 seven remaining archetype traits

so based on bang for the buck it is corruptionist which is of need of a debuff (please do not) not merchant
joel.west 29 Jan, 2024 @ 9:41pm 
imo archetype trait and family class perform a similar function, ie they both define the unit

in that the trader archetype does not make the unit ill, neither should the merchant class. indeed of all the 15 archetypes and 10 family classes NONE of the other 24 make the unit ill
Revan  [author] 29 Jan, 2024 @ 12:05pm 
As for the merchant, he has this chance because he's a traveller. ;)
Maybe 5% will do better, i dont know (anymore), i tested this long enough and 10% didnt seem that much, in my test they didnt they often, thats why.
Or maybe buff his stats a little more - its not that this archetpye is like the others, so little diversity couldnt harm :)
Revan  [author] 29 Jan, 2024 @ 12:02pm 
Thanks for your explanation. "Pick leader later" was added long after this mod was created and i didnt bother about it. I didnt think this would cause "these" errors. I'm gonna add a hint for now that its not working with this option. Currently dont have time to dig deeper into this - maybe someone could point me there. Sorry.
joel.west 29 Jan, 2024 @ 8:59am 
I have found a bug for 'pick nation/archetype later' (after map has loaded, before founding starting city).

unlike one of the default ten archetypes like builder if you pick the corruptionist archetype added by this mod your ruler will not gain the corruptionist trait

your ruler can still have this archetype trait but you MUST pick corruptionist archetype during game setup (starting map unseen unless using a mapseed number from an already known map) then 'pick nation (etc)' later after the starting map has loaded (before founding your starting city)

the reason why this is a bug it that this behavior prevents using one save file to load and then create all possible nation, archetype, and family combos. instead a separate save file has to created for at least this archetype and likely for all five of these new archetypes
joel.west 29 Jan, 2024 @ 8:48am 
for awhile I thought the 5 new archetypes were occluded at the bottom of the screen for 'pick nation and archetype later' start. not so. the archetype pick menu just has to be scrolled up towards the top of the screen for the archetype pick expansion to show all 15 archetypes
joel.west 29 Jan, 2024 @ 8:48am 
what was the reasoning behind giving the new merchant archetype 10 percent chance to get ill each turn?? I might consider picking this archetype since it pairs well with artisan family and or the reliable trait. however as it stands my ruler could easily die in the first ten turns and so I would NEVER pick this archetype. if it needs a debuff consider something else other than illness
Crosaith 28 Feb, 2023 @ 2:51pm 
It's all good. Real life's more important. I'll stay sub'd and try this mod again another time.
Revan  [author] 28 Feb, 2023 @ 2:41pm 
Sorry, tbh, real life...im gonna have a look soon, i promise, if you say its spaming a lot of errors.