[to_xp]Gekko
QCT junkie
d'oh, you're right about the desert only resource not keeping them from terraforming later. well maybe a python check could be added that the resource is destroyed if spring is cast in a nearby tile to prevent that.
NOW... on the other hand, if the Malakim had a building like a "Deep Aquifer Well" that allowed them to tap into underground aquifers and irrigate surrounding lands, I'd logically buy that. I'd even buy that as a method of providing some extra food to the city in addition to allowing irrigation.
I'd like to see, among other things, a 50% defense bonus in deserts (ie so its 25% after the 25% penalty). Its hard to attack desert nomad/raiders when they can just disappear into the dunes at will.
Or, alternatively, a 20% offensive and defensive withdrawal chance when attacking from/defending in desert.
I don't think getting rid of Spring is the way to go, since that would be removing a spell that's useful for all civs solely to benefit one civ. The solution should be to make deserts sufficiently attractive for the Malakim that they'll be less likely to use Spring, because they'll lose some benefit.
(snip)
To prevent the Malakim from terraforming desert, you could make it so that the camels would disappear (or change into something else) if the desert tile were transformed into plains, the way resources on regular terrain change if the terrain becomes hell terrain.
What if the desert tiles inside Malakim borders had a chance to pop a unit like the adventurer that could upgrade to mounted units or give a bonus to your cities? It seems fitting for even the city-living malakim to have contact with other desert nomads, and it would be a good way to convince people to keep the desert tiles.
taking a different tack - could having desert tiles in cultural territory go towards generating Great Prophets?
What about this:
A civ-specific Great prophet spell. "Found desert retreat".
- Can only be cast in a desert tile, with the 8 surrounding tiles being deserts (desert+something is all right, like oasis or flood plain) and all normal city creating restrictions.
- This consumes the great person and creates a city which appears with the "desert retreat" wonder: +1 Great Prophet GPP per desert tile in the whole empire, +100% GPP in the city, allows one priest (building the GPP national wonder in there would be quite a feat, so it's all right if that's overpowered).
- The city can build but cannot grow, in keeping with the "retreat" spirit. Only the initial citizen will exist. If you want to build stuff it had better be cheap, or have slaves/soldiers of Kilmorph/great engineers to do it. You probably want the citizen to be a specialist anyway.
- Of course, the spell cannot be cast if you already have a retreat, but you might want to make it repeatable if the city gets destroyed (as will happen whenever it is conquered, at size 1).
This could get quite powerful, especially if you pick philosophical as your adaptated trait and desertify your empire. Adjust as you will.
And for other general Malakim ideas:
- A cheap building that gives commerce per workable desert tile in the city, which make it very worthwhile to make outposts close to the desert. That could be +1/+2 commerce, straight gold, or why not +1 trade route per one or two workable desert tile?
- Maybe have Malakim merchant specialists give +1f, to represent the trading for food?
- I insist: +2 food on oasis and flood plain tiles. This makes you NOT need to work desert tiles, so you don't end up with a senseless desert covered in improvements.
With those, I don't think we need to make the desert damage units in a complicated way: the danger is that there are malakims around.
This should be enough incentive for Malakims to actively desertify their empire
- I insist: +2 food on oasis and flood plain tiles. This makes you NOT need to work desert tiles, so you don't end up with a senseless desert covered in improvements.
- Maybe another bonus/workable desert tile city improvement and/or another bonus/desert tile in empire wonder to make sure the player knows where his interest is. Is a side-effect, this makes Malakim cities undesirable for conquest by other civs without terraforming, which is quite neat and coherent. I think terraforming spells should take several turns to cast, btw.
The +2F per flood plains and oasis is a prerequisite, to me. But nobody seems to reply to that.
@Fuzzybunnies:
You can also upgrade desert tiles with Vitalize or Genesis, so if you want to get rid of the Spring spell, what would you propose doing with the others? Just not have them affect desert? (They already don't affect hell terrain, so it's certainly easy to code.)