Ahriman
Tyrant
i would say too that crime rate could be taken out if needed and instead these buildings could give unhappyness then.
I don't think we need to add unhappiness to buildings.
The smugglers port doesn't fit for Warhammer (it kind of made sense with the Undercouncil, but not with the Covenant) and should be removed.
Other crime rate impact buildings should just have those effects removed.
Culture is intended to be mostly military/political influence. So its not coming from theatres and art galleries, its coming from fortresses and government agencies and demonstrations of power.what plans do you have for "culture" atm?
Influence-driven war modcomp. Yes, I'd very much like to have that back in. Unfortunately, our only dll coder Opera, who was going to do this for us, just dropped out. So we really lack the the technical capability to do this sort of thing. Which is a shame, I think it added more to the WH mod than anywhere else I've seen it.and when i remember right you had some "fights influence culture" mechanic in the old mod.
Multiple forms of culture seem really confusing and hard to code, I vote no.
I suggest a single form of culture, and we just have it come from thematic buildings.
I'm on the fence on fort commanders. Where I've seen them (eg in Orbis) they were far too strong, and made it far too easy for the human player to annihilate AI invasions with minimal losses. If we have them, they will need to be massively toned down.
there could be different mechanics used instead. i.e.
-units build in towns with such buildings get a "trained" promotion.
-trained promotion could give a bit xp over time like with arcane units.
-or the trained promotion could simply give +5-10% str +10-20% more xp in battle.
The FF training mechanic IMO "solves" something that isn't a problem; it creates a way of having a highly experienced army without going to war.
First of all, a highly experienced army only for factions that go to war is realistic; throughout history, there's no training like actual battle experience, and experienced soldiers are far more effective than green ones, no matter how much parade time they've had.
Second of all, its good. Warhammer is a very militaristic mod.
Hmm. How about this: we have two types of buildings for each class.
The base "barracks" building, archery range, stables, hunting lodge, siege works, breeding pit. Gives +2 free xp to newly created melee, ranged, chariot/shock/ranged cavalry, recon, siege, beast units (respectively).
Then we have some second tier buildings at higher techs for some classes. Training yard, naval academy, hippodrome, machinist's shop etc.
Rather than using the training mechanic, they add a "trained" promotion to units of the appropriate class.
"Trained" promotion could give +50% experience from combat, and maybe something else minor.
We could also vary access to these by faction flavor. So some races get a melee booster (orks), others a ranged booster (wood elves), others a cavalry booster (bretonnia), others a beast booster (dark elves), others a recon booster (skaven) etc.
Bloodbowl arena could operate like the arena (chance of death, chance of gain xp + happy) but if you win, the unit gets the "trained" promotion.
what about giving most ranged units (i.e. archers, cannons...maybe not woodelves and other forest civs?) a malus when defending/attacking forest fields and a malus when they stand on a forest field?
and/or a malus to ranged attacks when standing in a forest or attacking a forest field.
Not necessary I think. We already have terrain penalties for cavalry, we don't need them for archers. And archers are fairly low strength anyway (they don't get metal weapon boosts), with boosts on hills and in cities.
Archers are defensive units, so they're weak enough already IMO.
Archers on a hill forest tile *should* be hard to dislodge! They have weak attack, but they're fantastic defenders.but i might just have been unlucky in that situation there
One think we might need to do is increase the cost of the archery tech though. Its significantly cheaper to get to archery than it is to get to horsemen or melee, because those need multiple tech pre-reqs.
This is my guess, plus slightly higher archery tech cost.(i guess i missed the antiarcher promotion and hill attack one etc... i guess it might have been better with these already)
Remember though, you can bombard their archers with your archers! And chop forests adjacent to your cities....