Sky Cohort – Faction Mechanics for Tiktaq’to / Tlaqua
"The Sky Cohort was led by Tiktaq’to, Hexoatl’s Master of Skies. It was comprised of three wings of terradon riders and a wing of fierce ripperdactyls."
This script mod provides additional faction mechanics to Tiktaq’to / Tlaqua.
- Available in any province with at least 1 Terradon / Ripperdactyl Hatchery in one of its regions.
- Provides army abilities to summon Terradon / Ripperdactyl Riders based on the level of your main settlement chains in the province.
- These army abilities will be available only when fighting in your own territory. Their availability and number of uses are updated dynamically when using them in battles, taking or losing settlements and constructing any of the required buildings.
- Each use of any of the 3 abilities has its own separate cooldown per province – default 4 turns (can be adjusted / disabled with MCT).
- Multiple Terradon / Ripperdactyl Hatcheries in the same province will NOT grant additional reinforcement units. This means you can summon up to 5 units in a province with 4 settlements under your control (can be adjusted with MCT).
- Will work for AI as well as human controlled Tlaqua.
- The mod is save game compatible – no new game required!
Buildings with the effect "Enable Sky Cohort" will make the sky cohort available in their province by granting the respective army abilities to all Tlaqua armies within the province as long as they are in one of their own regions. Does NOT stack when multiple armies fight a battle together. How many units you can summon in a province depends on the number and level of these buildings:

Modding Configuration Tool – MCT support allows you to adjust the cooldowns for the abilities or completely disable them, to have all of the local units available in every battle.
There’s also a setting that allows for higher numbers of unit summons by counting each Terradon / Ripperdactyl Hatchery in the local province instead of counting only 1 per province. This way you can summon up to 8 units in a province with 4 regions under your control; 1 provided by each of the main settlement chains that are T3 or higher and 1 additional unit for each Terradon / Ripperdactyl Hatchery.
MCT is optional and not required for using the mod normally! You can change the settings mid campaign but may have to reload your save game after adjusting them.
I initially planned to spawn the reinforcements as an additional temporary army that will reinforce your forces during the battle itself but was limitted by the possibilities of modding, so I reduced the mechanics to army abilities. I will continue to look into this and hope to update it to it’s intended behaviour sometime in the future.

thanks for your time and have fun,
Uber