Training Course
Welcome to the Academy, Cadet! Please pick your course and go on to learn various powerful abilities! Oh, you’re a pikeman… Well, let me slap some copper on you and off you go.
The mod adds bonus ability or passive effect to all racial units whenever a new unit of their class is researched. The general design philosophy (though there are exceptions) is as follows:
- Battlemages: Gain more versatility in inflicting statuses
- Supports: Gain more versatility, both in defensive and offensive capability
- Shields: More damage and staying power
- Polearms: More damage and staying power (not much I can do when there’s only one Tome polearm…)
- Shocks: More ability to disrupt enemy formation and staying power
- Skirmishers: More survivability and status effect interactions
https://steamcommunity.com/workshop/filedetails/discussion/3068971498/3941272762721892175/
This mod doesn’t modify any vanilla game resources, so it shouldn’t cause any conflicts.
For other mods that add faction units to benefit from Training Course, the new units must be properly tagged with unit class and culture requisites (e.g. "Battle Mage Unit – requisite" and "Barbarian Culture – requisite").
- Recruitment previews for Tome Faction units show them to have access to the ability they unlock for others (e.g. "Lesser Unleash the Beast" for Wildspeakers). This is just a display issue caused by the ability-blocking requisite being added to the unit after recruitment. It’s a necessary compromise to ensure compatibility.
Nexus: https://www.nexusmods.com/ageofwonders4/mods/73/
PDX: https://mods.paradoxplaza.com/mods/69408/Any
Revisions:
Old revisions of this mod are available below. Click the link to download.