Pylons – Player-made Strategic Hazards
Sacrifice your supports and mages to gain strategic supremacy!
This mod introduces new strategic structures that spread both harmful and beneficial effects on the surrounding sectors. They are constructed by sacrificing a Support or Battlemage unit through a Sector Operation, which will create a magical Pylon themed on the sacrificed unit.
These structures are also used by AI players, though they aren’t smart enough to actively protect them.
The mod can be safely added to and removed from ongoing sessions. On load, every support and battlemage unit will receive the ability to construct a Pylon on the sector it’s standing on.
- 1. The sector center cannot be occupied by the enemy
- 2. Can’t be placed on sector’s seven central hexes, existing structures and mountains (the operation will work, but the resulting pylon will be offset to a random valid hex in the sector)
- 3. Pylon’s can’t be placed on neighboring sectors (if two neighboring ones are constructed simultaneously, only one will succeed at random)
- Pylon Maintenance cost doesn’t work – vanilla bug, waiting for a fix (https://forum.paradoxplaza.com/forum/threads/modding-free-standing-structures-player-properties-are-removed-on-save-load.1663098/)
- Pylon "random" combat enchantment targeters target the same units each turn – vanilla bug, waiting for a fix (https://forum.paradoxplaza.com/forum/threads/modding-tactical-unit-targeter-random-all-rng-has-fixed-seed.1663069/)
- Pylons can’t be a "wartime only" capture (you can take them from other players without being at war), nor can they have garrisons. Sent a query (https://forum.paradoxplaza.com/forum/threads/question-to-devs-can-strategic-structures-have-garrisons.1664971/)
- Pylons switching hands don’t immediately update the "sector" effect. A unit needs to move a hex for it to update
- "Magic Effect – Spell" script action doesn’t work (Beholder Pylon was supposed to cast lesser version of "Scry Enemy" on enemy stacks in range. Sadly, this doesn’t work. (https://forum.paradoxplaza.com/forum/threads/modding-magic-effect-spell-script-action-doesnt-work.1664425/)
- The "building in progress" and "construction finished" VFX play on the sector center instead of on the unit. Not sure if I can fix that
The mod edits three units to add a DataStoreTag for display purposes. Therefore it may conflict with mods that edit units. Since it’s not a big deal if the unit hyperlink doesn’t show up in "Construct Pylon" tooltips, it’s best to keep this mod higher on load order, so that other mods can overwrite my change.
- Tome_Cycles, "Druid of the Cycle – Unit", added missing DataStoreTag "DRUID_OF_THE_CYCLE_UNIT".
- Tome_Beasts, "Wildspeaker – Unit", added missing DataStoreTag "WILDSPEAKER_UNIT".
- Units_Culture, "Feudal – T2 – Bannerman – Unit", added missing DataStoreTag "BANNERMAN".