DarthCycle
WWII Freako
- Joined
- Jul 25, 2005
- Messages
- 290
In my last game, I experimented with building barrows on unoccupied tiles in my borders. However, I notice the AI with whom I have open border aggreements pillaging my barrows.
With the current mechanics, I would need to close my border to all other civs in order to "protect" all the barrows in my territory. Doing so would result in bad diplomacy relations with everyone else. I'm not sure it's worth it.
Considering how tedious (lots of micro-management) it is to build the barrows in the first place (and rebuilding them after my allies destroys them), perhaps a slight adjustment could be made: disable the pillaging option from all units in an allied civ territory.
After all, you're not allowed to pillage the other improvements of an ally, the same could be applied to barrows.
Also, with the current mechanics, it's highly unlikelly that an AI civ would build barrow in its own territory (unless it's somehow scripted to encourage them to do so), and even if they do, their allies removes them.
Another suggestion for a change to the barrow mechanics: currently, barrow spawns skeleton by default. if the barbarian civ has access to specific tech and/or death mana nodes (not sure what the exact requirements are), it will spawn higher level units. This is too restrictive and as such, I have never seen a higher tier unit spawn from a barrow. An easier system would be to link spawn unit type with how mature/old the barrow is, similar to the young/regular/old forest system for elves. A barrow that exist for only 20 turns or less would spawn skeletons, 21-50 turns would spawn nightmares, 50+ turns would spawns tier 3 unit. That would be a much simpler system. The turn figures are just as an example, they should be tested and ajusted.
Another usage for barrows: based on how many barrows exist in your territory, summoned death unit of tier 2 and 3 last longer. For example, you have 1-9 barrows, summoned death unit stays an extra turn; 10-19 barrow: summoned death unit stays for 2 extra turns; etc...
With the current mechanics, I would need to close my border to all other civs in order to "protect" all the barrows in my territory. Doing so would result in bad diplomacy relations with everyone else. I'm not sure it's worth it.
Considering how tedious (lots of micro-management) it is to build the barrows in the first place (and rebuilding them after my allies destroys them), perhaps a slight adjustment could be made: disable the pillaging option from all units in an allied civ territory.
After all, you're not allowed to pillage the other improvements of an ally, the same could be applied to barrows.
Also, with the current mechanics, it's highly unlikelly that an AI civ would build barrow in its own territory (unless it's somehow scripted to encourage them to do so), and even if they do, their allies removes them.
Another suggestion for a change to the barrow mechanics: currently, barrow spawns skeleton by default. if the barbarian civ has access to specific tech and/or death mana nodes (not sure what the exact requirements are), it will spawn higher level units. This is too restrictive and as such, I have never seen a higher tier unit spawn from a barrow. An easier system would be to link spawn unit type with how mature/old the barrow is, similar to the young/regular/old forest system for elves. A barrow that exist for only 20 turns or less would spawn skeletons, 21-50 turns would spawn nightmares, 50+ turns would spawns tier 3 unit. That would be a much simpler system. The turn figures are just as an example, they should be tested and ajusted.
Another usage for barrows: based on how many barrows exist in your territory, summoned death unit of tier 2 and 3 last longer. For example, you have 1-9 barrows, summoned death unit stays an extra turn; 10-19 barrow: summoned death unit stays for 2 extra turns; etc...