JFSebastian
Scout
edit:Request
I'm contemplating making a mini mod to introduce this mechanic, but have some questions and could use some help getting pointed in the right directions. See my posts HERE and HERE
Warning, I'm about to talk... a LOT.
Over the time I've been monitoring the FFH2 forums, I've often found myself intently following the threads that discuss the issue of boosting the Malakim's synergy with desert terrain. I like to blame [Wiki=Dune_(novel)]Dune[/wiki] for this. *queue Dune theme music* I think there are a lot of people who really want to role play a desert civ without feeling like they are compromising by not terraforming or relocating to a more lush environment. While roleplaying them as a civ that is emerging out of the desert and trying to find a better greener place to call home is valid, I think its equally valid that they be playable as the crusty desert nomads that are loyal to the desert terrain that they've adapted to.
Before I continue though I should point out that the nomad/desert combat synergy is one of the strongest terrain combat bonuses in the game. A nomadic unit attacking a unit that gains terrain defensive "bonuses" while it is slogging through the desert is a huge combat bonus for the nomad. A much larger bonus than elf, orc or winterborn terrain advantages. I think this fact is often under appreciated. This really should be a big incentive to hold onto desert terrain. I think the drive for better economy can sometimes overshadow military advantage. That said, I still think the Malakim could use a little something extra to spice up the desert theme.
Many of the suggested solutions revolve around food and for good reason. Its primarily food that people are sacrificing their desert for. Surplus food in order to work more production tiles or specialists.
Some have suggested that the Malakim should be able to get food in the desert and that they be able to farm the desert. This would be a simple solution that would be very similar to how the Illians function. However, thematically this solution doesn't quite fit. The Illians are evil. They are essentially mortgaging their soul in order to support their bizarre arctic farming practices. The Malakim appear neutral/good and are thematically more suited to following natures natural order. There just ain't that much food out in the open desert. Another criticism of this approach is that building improvements in the desert would clutter it up and destroy the wide open desolate expanse. The desert wouldn't be the desert any more.
For a while now I've been married to the unfortunately flawed idea of giving the Malakim 1 extra food on desert tiles already producing food and 1 extra commerce on desert tiles already producing commerce. It would give them the extra surplus food needed to work more hills or specialists while keeping their open desert. It would also introduce an interesting terraform option where they could farm a plains and then scorch it into desert without losing food. Unfortunately, this ties the bonus to oasis and flood plain tiles, not so much the open desert. I realized that whatever bonus you give them, it needs to be tied directly to the open, unproductive desert tiles.
Before I go into detail though I need to give credit to Err0l and his comments in his post HERE. It was his mention of specialists that set the gears turning. Also, as I haven't played FF or any other FFH2 mod mods, its possible something similar has already been dreamed up. I also realize that the following idea is far far and away from being a tweak and is a full blown new feature and is most likely impossible to include in the core game at this point, but here goes anyways.
Shepherds (or desert tribe, nomad, goatherd, etc.)
Thematically it works well too. You essentially have a single population spread out over a vast landscape scraping what they can out of the desert and concentrating it. The shepherd's common appearance in judeo-christian mythology would seem to fit well with FFH's mythological influences as well.
If such a complex mechanic was developed I can imagine some carry over potential for other civs as well. Perhaps a Khazad specialist based on mountain tiles? A Clan specialist based on jungle tiles? A Sheim specialist based on hell tiles? Perhaps even other mods could use it for something.
After reading through some of the discussion below I wanted to include a couple other ideas here that I think have merit and may be easier to implement.
The Bazaar
Again, assuming a completely barren desert filling the BFC, the city would gain 5 food. This would provide enough surplus food to work 3.5 foodless tiles or specialists, similar to the shepherds, but with a max population of only 3. 4 if you had a tile with one additional food.
The Nomad Settlement credit to Valkrionn (check out his original ideas he is modding into FF HERE. Good stuff.
Again assuming a completely barren desert filled BFC with no nearby improvements (extremely unlikely situation), you could squeeze in 6 of these settlements. Assuming 3 food per settlement, thats 20 food total. Enough for a size 10 city working 4 foodless tiles or specialists. Thats a pretty powerful city in the middle of nothin.
Health Benefits
To help compensate for the flood plains and the potential lack of forests, you could give a Malakim city one extra
for every oasis in its BFC.
Alternatively or additionally you could give them a unique feature/resource that only they can see, that only spawns on desert terrain. It could either be a tradable health resource or, if you didn't want to add another health resource to the world economy, it could be a feature that adds health to a city when it is in the city radius.
I'm contemplating making a mini mod to introduce this mechanic, but have some questions and could use some help getting pointed in the right directions. See my posts HERE and HERE
Warning, I'm about to talk... a LOT.

Over the time I've been monitoring the FFH2 forums, I've often found myself intently following the threads that discuss the issue of boosting the Malakim's synergy with desert terrain. I like to blame [Wiki=Dune_(novel)]Dune[/wiki] for this. *queue Dune theme music* I think there are a lot of people who really want to role play a desert civ without feeling like they are compromising by not terraforming or relocating to a more lush environment. While roleplaying them as a civ that is emerging out of the desert and trying to find a better greener place to call home is valid, I think its equally valid that they be playable as the crusty desert nomads that are loyal to the desert terrain that they've adapted to.
Before I continue though I should point out that the nomad/desert combat synergy is one of the strongest terrain combat bonuses in the game. A nomadic unit attacking a unit that gains terrain defensive "bonuses" while it is slogging through the desert is a huge combat bonus for the nomad. A much larger bonus than elf, orc or winterborn terrain advantages. I think this fact is often under appreciated. This really should be a big incentive to hold onto desert terrain. I think the drive for better economy can sometimes overshadow military advantage. That said, I still think the Malakim could use a little something extra to spice up the desert theme.
Many of the suggested solutions revolve around food and for good reason. Its primarily food that people are sacrificing their desert for. Surplus food in order to work more production tiles or specialists.
Some have suggested that the Malakim should be able to get food in the desert and that they be able to farm the desert. This would be a simple solution that would be very similar to how the Illians function. However, thematically this solution doesn't quite fit. The Illians are evil. They are essentially mortgaging their soul in order to support their bizarre arctic farming practices. The Malakim appear neutral/good and are thematically more suited to following natures natural order. There just ain't that much food out in the open desert. Another criticism of this approach is that building improvements in the desert would clutter it up and destroy the wide open desolate expanse. The desert wouldn't be the desert any more.
For a while now I've been married to the unfortunately flawed idea of giving the Malakim 1 extra food on desert tiles already producing food and 1 extra commerce on desert tiles already producing commerce. It would give them the extra surplus food needed to work more hills or specialists while keeping their open desert. It would also introduce an interesting terraform option where they could farm a plains and then scorch it into desert without losing food. Unfortunately, this ties the bonus to oasis and flood plain tiles, not so much the open desert. I realized that whatever bonus you give them, it needs to be tied directly to the open, unproductive desert tiles.
Before I go into detail though I need to give credit to Err0l and his comments in his post HERE. It was his mention of specialists that set the gears turning. Also, as I haven't played FF or any other FFH2 mod mods, its possible something similar has already been dreamed up. I also realize that the following idea is far far and away from being a tweak and is a full blown new feature and is most likely impossible to include in the core game at this point, but here goes anyways.
Shepherds (or desert tribe, nomad, goatherd, etc.)
- Introduce a new specialist for the Malakim, the Shepherd.
- A shepherd produces 3
and 2
.
- Number of assignable shepherds is based on the number of unproductive desert tiles in the city radius. (desert tiles - oasis tiles - flood plain tiles)
- One assignable shepherd for every 5 (or maybe 4?) unproductive desert tiles in the BFC.
- Shepherds are not bonus specialists, they are assigned from the normal population pool.
Thematically it works well too. You essentially have a single population spread out over a vast landscape scraping what they can out of the desert and concentrating it. The shepherd's common appearance in judeo-christian mythology would seem to fit well with FFH's mythological influences as well.
If such a complex mechanic was developed I can imagine some carry over potential for other civs as well. Perhaps a Khazad specialist based on mountain tiles? A Clan specialist based on jungle tiles? A Sheim specialist based on hell tiles? Perhaps even other mods could use it for something.
After reading through some of the discussion below I wanted to include a couple other ideas here that I think have merit and may be easier to implement.
The Bazaar
- Introduce a unique building, either a modified market or an auto-building similar to dwarven vaults.
- This building gets a food bonus and perhaps a commerce or wealth bonus based on the number of unproductive desert tiles in the BFC.
- Each unproductive desert tile contributes 0.25
(not sure on commerce/wealth)
Again, assuming a completely barren desert filling the BFC, the city would gain 5 food. This would provide enough surplus food to work 3.5 foodless tiles or specialists, similar to the shepherds, but with a max population of only 3. 4 if you had a tile with one additional food.
The Nomad Settlement credit to Valkrionn (check out his original ideas he is modding into FF HERE. Good stuff.
- Introduce a desert improvement similar to Lanun Pirate Coves.
- Must be two tiles away from any other improvements.
- Improves tile yield by 3
and some commerce, perhaps improves over time?
Again assuming a completely barren desert filled BFC with no nearby improvements (extremely unlikely situation), you could squeeze in 6 of these settlements. Assuming 3 food per settlement, thats 20 food total. Enough for a size 10 city working 4 foodless tiles or specialists. Thats a pretty powerful city in the middle of nothin.
Health Benefits
To help compensate for the flood plains and the potential lack of forests, you could give a Malakim city one extra

Alternatively or additionally you could give them a unique feature/resource that only they can see, that only spawns on desert terrain. It could either be a tradable health resource or, if you didn't want to add another health resource to the world economy, it could be a feature that adds health to a city when it is in the city radius.