This mod aims to expand on the "Old World" of Warhammer Fantasy, incorporating only the "Old World" region while removing the "New World". The mod is being built up as a split off from brother mod "Warhammer Geheimnisnacht". Of which the Hexenstag mod uses as foundation to continue its own development.
Converted Tilean, Estalian, Kislev, Bretonnian, and Border Princes special buildings into Great Works.
Added many new options to Old World City great work.
Removed many marginal Great Works (or removed specials without converting). In most cases these were Great Works for Greenskins, who are not well-known for building wondrous architecture. At least one was a special building which gave more than 800 troops to what the lore describes as a village of 800 people.
Removed many (but not all) vanilla Great Work options.
Reduced the penalty for building multiple Great Works of the same type, as the intent is for players to build many Great Cities or Dwarf Holds.
BUILDINGS
Imperial Castle and City Building upgrades have been reworked. The bonuses now use a uniform balance line so that balance between factions is easier to maintain. (The old method of balance seemed to be "eye-balling".) In addition, the Imperial provinces and city-states have their own distinctive troop building. Troop composition will now change as technology advances. In particular, heavy infantry becomes less common and gunpowder more common. The target was to produce levies which resembled the core choices of the Empire Army list from Castles, and a reasonable variation of that from City holdings.
Estalian and Tilean Castle and City Building upgrades have been reworked to the same standards as the Imperial changes above. Pikes are a constant of warfare for these states but the same shift towards gunpowder is shown.
Reworked Old World Human Temple buildings. Because these people are most like the human cultures of vanilla, they use mostly vanilla buildings except that; Militia are replaced with Zealots (Flagellants, Dervishes, those sorts of people), heavy troops are interpreted as Templar Knights, and the Temple School is replaced by Morr's Garden. Some religions, especially in the Necromantic Group, replace these buildings with upgrades that show their distinctive character.
RELIGION:
Myrmidian setup tweaked to functional pentarchy behavior, as this is better than an interesting setup which breaks after the game begins.
SOCIETIES:
Engineers and Inventors societies now have high end powers which improve Great Works.
GAMEPLAY:
Increased movement speeds to compensate for the zoomed in map.
Estalian Tercio retinues are now only available towards the end of the game, but are extremely powerful.
HISTORY:
Red Duke's history amended to be closer to the lore. He's now roughly the right age and has approximately the relatives that you'd expect.
Cosimo di Miragliano, father of Fabio, added as the previous Prince of Miragliano. Cosimo is now recognised as the founder of a Bloodline for pioneering modern city design.
Otto von Drak no longer rates a bloodline. He's a minor character in someone else's story.
Developer changelog:
Much optimisation and bugfixing, of course! Some notes:
Culled many obsolescent Elf buildings, traits, events, bloodlines
Consolidated remaining special buildings into wh_Special_buildings.txt
While commit notes refer to removing the female-only priest restrictions for Myrmidians and Shallyans, it looks like the legacy files enforce this in multiple ways. Have to work through the problem for the next update.
Rjikspoort Gazette, Imperial Engineer School, Imperial Gunnery School landless titles removed because they don't interact with anything.
A lot of keys were pressed on converting MTTH to on_action events. Regardless of the MTTH, events fired in this way will be checked every 60 days (or 120 days for landless courtiers) under the current defines. Changing from MTTH of 1 year to the yearly on_action saves two or five checks. Changing from MTTH of 6 months to the yearly on_action and the focus pulse (only checked for rulers) saves two or four checks. Many of the changes made a much bigger impact than this! Ideally we would have only a handful of extremely important MTTH events and set them to be checked quite frequently.
The use of SWITCH instead of IF/ELSEIF chains is slightly more efficient for the game to process. It's also a little faster to write.
Changelog:
GREAT WORKS
BUILDINGS
RELIGION:
SOCIETIES:
GAMEPLAY:
HISTORY:
Developer changelog:
Much optimisation and bugfixing, of course! Some notes: