Outline
In areas of high heresy in addition to witches and heretics appearing mythological creatures will also appear. The number and type of these creates will depend on the level of heresy and where they are (so there'd be mummies in Egypt, elves in Germanic areas, and dwarves in Scandinavia). Mythological creatures are able to recruit other mythological creatures in different areas though.
Mythological creatures act in a similar manner to Mongols in that they are powerful, can survive even if their last city is taken, and will attack other players. However they will occupy cities and castles, rather than raid them.
When occupying a city they are able to harness the heresy of the population to enable them to create more powerful units (large population = better units). So in a huge city they can build more powerful units than a large city. They can also build structures to increase heresy and unify the population in the same way churches can be build to increase Christianity (though they’re not as effective at unifying the population as churches are). However when they occupy a castle they can only recruit basic monsters since there are far less people.
Crusades can be call against heretic settlements, though the Pope will send Inquisitors to these cities and offer missions to attack them.
Units
Royal family: do not exist, mythological creatures will remain even if all their generals are killed (though they may disband if there are only a few of them left).
Generals: have magic instead of Piety ratings. High magic makes them and the troops them command stronger, and gives a moral bonus.
Infantry: monsters almost always fight unarmed and unarmoured (though there claws and armour acts as weapons and armour). However there are some exceptions, such as dwarves who use axes.
Spearmen: do not exist, nor are there any monsters with features equivalent to a spear. [If strongly requested they will be added, though they will require a major city].
Archers: elves and wizards (the latter uses spells, rather than arrows).
Cavalry: monsters on horses, pigs, or wolves; monsters that are horses, pigs, or wolves, and monsters that are part horse, pig, or wolf.
Undead: necromancers can bring the dead bodies back to life (they have are limited by their amount of magic in the same way archers are limited by their arrows). The necromancers level will determine how long they last and how powerful they are. [May not be included if too difficult to do].
Demons: can only be summoned if you have a Diabolical guild. Scare non-demon units and reduce their moral (affects your own non-demon troops as well).
Siege equipment: giants, who are the size of buildable siege towers (can only attack at ‘close’ range). Since monsters are not craftsmen they cannot build anything beyond a battering ram.
Dragons: many not be included, will not be able to fly. If included they will act like a hybrid of an elephant (scares everything, powerful) and a mortar.
Ships: none (cannot build ports). Though they can recruit mercenary sea monsters.
Agents
Witches: agent that can be trained in the same way as spies and assassins.
Heretics: priests of heresy. Can be trained or created by converting a priest.
Merchants: do not exist, no economy.
Princesses: do not exist, no royal family.
Recruiting
1) Mythological creates are made by turning people into monsters (money is paid to the wizards to do this).
2) Mythological creates are made by sacrificing people to monsters (some money is paid to the wizards to do this, there is a loss of population, discontent may increase, and people may leave the settlement).
Also since mythological creatures are not good economists the cities and castles should generate much less money when they are occupying them (cannot change the tax rate from low). This would make sacrificing more appealing.
Opinions/suggestions
If anyone interested in this mod or want to know more please post in this thread.
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