Deliverator
Graphical Hackificator
Edit: Redirected to offworld goods thread
yes +25% science is TOO strong - Science is very important in this game. My adivice is to hold this or add lets say + beakers to certain buildings (not %, exact amounts) like library get +3 beakers
about offworld resources - AI trade them often, but what we should care about is not AI. I , personally, cant see problem in AI traiding struff with AI.
Then maybe also increase the Quizarate missionary cost slightly?I agree spiritual seems weak, and I will add a -25% discount on missionaries for them.
I meant as a benefit to Spritual trait; Spritual leaders woudl spread missionaries faster, because they had higher movement rate. Its not a huge issue, it was just a minor idea ot give a mild benefit.I am not sure what problem we would be solving by giving missionaries mobility I (or just increasing their movement rate to 3 in xml, which is even easier.) Can you clarify?
25% is too strong. 15% might be more reasonable, and that could be very powerful too.I can add a scientific trait, which gives +25% research bonus. Is 25% too strong
My adivice is to hold this or add lets say + beakers to certain buildings (not %, exact amounts)
like library get +3 beakers
Now we need a second, photographic, Ixian leader.
At the moment, most of the factions will not play particularly differently, we need to improve this.
In terms of our goals:
i) Fremen are probably closest to playing differently because of sandriding, and we could go much further if we give guardsmen sandriding, remove their access to most suspensor/thopter/vehicle units, and maybe give them the capture unit ability.
ii) Ix have the potential to be differently (particularly with the mechanized trait) in favoring a much more vehicle-heavy army type.
iii) Tleilaxu have the potential to play differently if we can increase their "isolationist/disliked by everyone" theme and boost their priest economy.
iv) Ecaz have the potential to play differently if we can really encourage them to rely heavily on trade routes; we want to make it so that they want to keep having good relations with lots of people, to maintain open borders and resource trading, to really maximize their economy size.
v) BG are going to have a tendency to want to keep at peace except for *one* enemy at a time, using their Kwizatz Haderach to boost a super-stack of doom.
vi) Ordos have some nice flavor as mercenary raiders as AI players, but how can we make them feel more like raiders in human hands?
vii) Corrino don't feel very special. How can we improve this?
How can we make Atreides and Harkonnen feel like they will actually have different playstyles?
We wouldn't have to replace every lost vehicle. Really, we would only have to add something at the techs that would otherwise be useless. At the techs that still provide other valuable benefits (eg some of the industrial techs that provide buildings) then we'd be fine just dropping things.ut you have made a good point in the past that there will need a great range of UUs if we remove suspensor/thopter/vehicle access for them.
I have suggested the ability to provoke wars as being something that could be Corrinos unique ability.
That's not what I said. What I said was that *just* adding 3x UU and 1x UB will not make the civs distinct enough.I tend to disagree that adding UB and UU and some URU mechanics will not make civs distinct enough
I agree that we need to be careful.so with them we need to care,
I tend to disagree that adding UB and UU and some URU mechanics will not make civs distinct enough, but thats old talk
We wouldn't have to replace every lost vehicle. Really, we would only have to add something at the techs that would otherwise be useless. At the techs that still provide other valuable benefits (eg some of the industrial techs that provide buildings) then we'd be fine just dropping things.
I'm not sure I understand this one, thematically. What is the idea behind this one?
The Corrinos here aren't particularly skilled diplomatically - at least by the time of Shaddam.
I thought I should centralize and clean up my proposal for Ix and Technocracy.
I agree. (It is the holiday season.)
This way, technocracy buildings can be about thinking machines, and Ix can be about upgraded combat vehicles.
For the Ixian UB, we need a promotion, "Adaptable", which is granted by the Skunkworks building
One problem is that the walkers are URU, not UU. Perhaps two of the walkers can be UU and the other two can stay URU.
I am thinking of things like "Self-Repair" which allows March plus a self heal rate; "Radar" which reduces collateral damage ("incoming!"), and perhaps others
There are wonders in many mods (and I thought in vanilla) which just reduced the upgrade cost of units in that city.
We might need to move them around and change their stats too. I worry that they aren't really powerful enough. We should also decide; are these going to be national-limited super-elites, or unlimited regulars, or a mix? This has implications for their stats/tech location design.
ahriman said:Move the Avatar to Industrialism, boost its strength to 13. Move the Cymek to Cybernetics, boost its strength to 16. And then maybe we make the Avatar and Spider into anti vehicle/air, and make the cymek the anti-melee. Or make one of them anti-guardsmen. Give all a national limit 10.
Another way of course to effectively reduce the promotions to Ix would be to make them require the combat 1 AND Flanking 1 promotions. That way, they aren't absolutely limited, but they are far more accessible, since all Ixian vehicles will have these to start.
I guess I misread your original post, I thought you proposed cheap upgrades for units *built* in that city. In this case granting a promotion has exactly the effect.
which grants cheap upgrades to *all* units regardless of location.
The problem I see with a building for cheap upgrades in a city is, as usual, getting the AI to use it.
Agreed for thinking machines, but I could still see somethnig at cybernetics. Cybernetics can mean various things that don't require any degree of artifical intelligence; a human with technologically enhanced reflexes, or strength, or endurance, or aiming.Since we are making these human controlled like tanks, we should not use cybernetics or thinking machines as the techs.
Agreed.To take advantage of cheap upgrades, I suggest an upgrade path of all four.
Maybe the first and third ones could be URU, and the second and fourth ones limited to Ix civilization. That way the other players can get a taste, but they can't upgrade them.
Sure, go ahead. We're generally thinking along the same lines here.Would you like to propose a new design for these four?
The easiest way I can find to make these promotions Ix-specific is to create one new promotion, Mechanized, which is +10% combat and +10% withdrawral. This is equivalent to your proposal (which is in 1.6.5) to give units Combat I and Flanking I
Interesting.If I add the capability to make a promotion require a resource, then some of the promotions could require Ixian Technologies and some could require Mechanized; this way other players can get a taste.
The term Cymek refers to a human-machine hybrid rather than a walker type vehicle.
I'd rather we keep Tehnocracy and Ix generally separate, lest we fall back into the debates we've had before. I'm happy to change unit names, but 4 Ixian UU vehicle units feels appropriate, and it feels appropriate that one of them might be enabled by cybernetics tech.Perhaps we should shuffle the names around so that Cymek and Avatar belong to Technocracy, Walker and Spider to Ix.
I've suggested before that we could have a mechanic for Cymeks where if they defeat a Melee or Guardsman unit then they have a percentage chance of creating another Cymek unit - representing the conversion of the defeated unit into a cyborg
ahriman said:But by design, the Skunkworks is a building that you can build all over the place - and its small beaker and hammer bonuses make it worth doing that. Therefore, the AI doesn't need to know to move units to particular cities, all it needs to do is to build the Skunkworks, and then it will automatically get the benefits.
deliverator said:I've suggested before that we could have a mechanic for Cymeks where if they defeat a Melee or Guardsman unit then they have a percentage chance of creating another Cymek unit - representing the conversion of the defeated unit into a cyborg.
deliverator said:The term Cymek refers to a human-machine hybrid rather than a walker type vehicle. It doesn't really fit with the other names. Perhaps we should shuffle the names around so that Cymek and Avatar belong to Technocracy, Walker and Spider to Ix.