Grand Saljukis Version 2.5!!
Patch 11 commentsthis is basically DLC, it contains new units and mechanics for all the current alignment, along with a load of rebalancing, aswell as a completely new...
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This mod is the first of hopefully a series of new alignments, following loosely along the lines of history, this mod gives acces to an alignment called the "Saljukis" these are based around the history of the saljuk turks, with some fantasy inspiration from myself.
ADDITIONS 16/10/2020
FIXES 16/10/2020.
ADDITIONS 02/04/2020:
:Fixed text for summoning pentangle, holy of hollies, demons, zealous warrior, sacred grove, temple, spearman text.
:Fixed melee mode for rhinosaur, alchemist.
:fixed bug for saljukis walls having 100HP after converting (now 450).
:Fixed a bug where al-kamiya would convert stone to gold, but it would dissapear after gathering 1 gold.
:Fixed bug where houses dont show after building the temple.
BUILDINGS
____________
Well spring:(Rural): The well acts similar to the maypole, with new animation and effect, most effecient around farms.
Temple:Rl(Rural): The temple can spawn the massiah(see massiah for details), the temple holds a charge bar, peasants can be assigned to pray at the temple, the more peasants praying the quicker the charge rate.
Saljukis barracks:(Civic): This is an alignment specific barracks, it becomes available after you build the well, it spawns the core fighters of the Saljukis.
Alchemist:(Civic): you can spawn the alchemist from this building(see alchemist for details), also used to spawn grenadiers, researches Alchemy.
Creature Pen:(Rural): spawns the rhinosaur and the scorpion rider.
Tower of Sorcery:(Rural): you can spawn the sahir, also has an increased sight range.
Battle Tower:(Rural): this tower offers defense for grenadiers, also it increases their range.
Desert Farm:(Rural): this farm act like a normal farm, except it can be built on sand and grass, because of this, it has no fertility penalty.
UNITS
________
Saljukis swordsman: he is one of the most formidable units, more armour than the average heavy infantry, with faster attacks, but at a cost to damage.
Food: 100
Materials: 20
HP: N/A
Armour: N/A
H2h damage: N/A
Saljukis Spearmen: less armoured than his counter part: with a higher attacks damage at a slower rate.
Food: 60
Materials: 20
HP: N/A
Armour: N/A
H2h damage: N/A
Grenadier: fast moving, quick throwing ranged unit, low armour, good damage along with a deadly AOE effect when in high numbers.
Food: 100
Gold: 10
HP: N/A
Amour: N/A
Ranged damage: N/A
Saljukis Horse Archer: quick moving. Arrowing firing unit, quick rate of fire, with deadly accuracy.
Food: 100
Materials: 20
HP: N/A
Armour: N/A
H2h damage: N/A
Scorpion rider: this heavy cavalry unit differs from the normal, they have higher armour and deadly attacks, at a extra cost to food and materials.
Food: 150
Materials: 40
HP: N/A
Armour: N/A
H2h damage: N/A
Rhinosaur: this siege unit has the option of melee and ranged attacks, it is moderate in both areas, it has decent range.
Food: 400
Gold: 50
HP: N/A
Armour: N/A
H2h damage: N/A
Ranged damaged: N/A
SPECIAL UNITS
_________________
Massiah: the massiah is spawned from the Temple, where his xharge bar is counter as the temple charge bar.
HP: N/A
Armour: N/A
Abilities:
Support stone: this stone heals nearby idle allied units last 3 minutes, cool down 3 minutes.
Sand storm: this storm surrounds enemies, slowing their attack speed, lasts 30 seconds, mana is deducted from the temple.
Iye: this elemental being, guard the caster,, with deadly ranged attacks, along with brute force, cannot be controlled.
HP: N/A
Armour: N/A
Ranged damage: N/A
H2h damage: N/A
Sahir: the sahir is a great sorceror, he has a poweful range attack accompanied by 2 abilities.
HP: N/A
Armour: N/A
H2h damage: N/A
Ranged damage: N/A
Abilities:
Summon iye: this summons an elemental, he will guard the caster till death cost 15 mana, limited to 1 per sahir.
Ritual of alaz khan: this ritual is cast by the sahir, in order to summon the titan "Alaz Khan" the ritual takes 10 minutes, but can be sped up by other sahir when assigned to them.
Alchemist: the alchemist is a strong single handed melee and ranged slowing unit, he also offers other abilities.
HP: N/A
Armour:N/A
H2h damage: N/A
Abilities:
Throw Potion: lobs a potion at his enemies slowing them over time, can throw between 4 - 6 potions at a time.
Alchemy: convert stone into gold, this is researched before use, but gives a great advantage when left to roam the wild.
TITAN
_________
Alaz khan: is summoned using ritual of alaz.
Alaz khan is the god of fire in ancient saljuk religion, he offers his deciples protection (the iye) and defends them with eternal flame, with deadly eruptions of flame it can easily deter even the strongest of will.
HP: N/A
Armour: N/A
H2h damage: N/A
Abilities:
Incineration(passive): units within 10 metres with take DOT damage and be set a flame.
Desolation: this attack is the most deadly, erupting in a plumenof flame that engulfs his enemies, killing units closer to him instantly, units further away take less damage, maximum distance 30 metres.
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