Valkrionn
The Hamster King
[to_xp]Gekko;7642339 said:some great ideas here, I agree that the Malakim would benefit from a couple new tricks to make 'em more interesting. a desert-only spices resource sounds good, as does creating oasis. and since they are supposed to be great traders, I believe they should get a bonus to trade routes, and have a real incentive to adopt foreign trade as a civic.
If not for the Mazatl already doing it in FF, I'd give them food from trade routes... Don't want to copy a mechanic from other civs too closely. A Malakim-only resource would be good, although I don't care for calling it 'spice'. Too much like Dune, which is a great series but doesn't fit too well with FfH.
I do like the oasis idea though... make them require at least 4 tiles between Oases, and you'd be limited to one per city. Should also make them require desert in at LEAST the ring immediately surrounding it, so you can't create an Oasis and then Spring the desert. I don't know about making it upgrade, as an Oasis will usually dry up if overworked, but it could work nicely with a unique tech and one or two of the other ideas. Have the Malakim tech grant extra food and commerce to Oases, bring them to a total of, say, 6 food? This would be equal to an irrigated grasslands corn farm, but would be limited to one per city. It would allow the Malakim to grow, although not to extremes, and would allow the city to be at least moderately useful to enemies who conquer it. Maybe make it grant health also, to balance the disease from flood plains?