I've got one neither-so-fresh-nor-original idea.
It is about nomad civ mechanism - it could be new civilization or merged into Clan or Doviello or something.
It would need much work to polish it and I am not a moder - so I won't start new thread until somebody would be interested in doing such a modmod
Main mechanism:
- You build a city -> you have got more food, hammers and coins from raw plots -> you terraform lands inside your cultural borders into something useless after some time (something like Mazatl, FoL, D'tesh - but opposite) -> you are forced to move out so you abbadon city and move somewhere else -> exploited plots will return to their basic usefulness after some time, so you could return there or it would be taken by other civ.
Some other ideas/thoughs about that:
- I have seen mechanism of abadoning city in RoM ar AND.
- When you have no pernament city, you will not be able to build anything in it (buildings, wonders etc.) so maybe you will get some free buildings when you settle (it may depend on techs).
- You should not be able to build improvements - and especially forts.
- Your units should not have prereq - or maybe only resources.
- Your army should be cheaper - you will not have strong economy.
- You should have limited number of settlers and cities.
- You probably won't be able to adopt religion.
- You probably can't win by Altar, culture, towers, religion - you have left military, time (I don't like this one
) and domination (it could be hard).
I am very sorry for my english
I love RifE and thank you for that
Honestly, this isn't terribly likely. I have plans for
one civ to use mobile cities, but you will only be allowed a specific number at once.... And their cities are mobile for a specific reason necessitated by the addition of other civs.
Would it be possible to have an option of not including Haunted Lands in your game?
In the prior version you could 'chop' the Haunted Lands tiles with Workers early on. I still haven't figured out how to get rid of this stuff in 1.3.
Arguably, perhaps it should not be in the game if the Scions are not present. Just my opinion.
The reason it drives me a little mad is the effects you get when you just happen to stumble on or through a Haunted Lands tile. The 70% damage is tough, but the worst thing is getting that Estranged promotion which, in my experience, just about has a 100% chance your unit will go barb. I had a 200+ XP Hero of Foxford Ranger go barb on me because he happened to pass through a Haunted Lands tile.
Sometimes, you cannot avoid the tiles. For example, when you have to kill an enemy/barb unit on one. Or the weird thing that happens when a road is involved and the path takes you right over the tile.
It's true that Haunted Lands don't always give you a bad effect, but when they do it can be very bad.
An option possible?
It is removable via dispel magic. Could be a good idea to add a chop.
Ok, thats not in the 'pedia (or wiki). Only High priests say anything about religeon.
I cloned the unit from the Priest (compared stats, copied over all that it didn't have, etc) so it's how it works in game.
Well, they can already build Alchemy lab, it's just that it trains arcane units currently.(Gives them experiences, not creating them.) And I just found it odd for them to have alchemy labs(And alchemists for that matter.) which also trains arcane units, presumably through some kind of exchange student programme.
This is true, but I'd probably block that building before giving them a UB. As it is, it grants a research boost so I ignored it.
Im happy to say that the turn times are very fast
Currently Im visiting my parents and playing marathon game as amurites, large map and 20 civs.
at turn >900 game is quick even in my busted old laptop
Glad to hear it's going well!
Why arn't the Mechanos blocked from getting any arcane tech past the 4 schools. It doesn't really effect players, but is still odd and can make for (minor) exploitation in tech trading with the AI.
Too much material that they'd need a replacement for. As it is, you aren't encouraged to get it but you are able to.
Re: Liberation.
There's a large aspect of what's in it for me? Unless I want to swicth and play the Frozen, I don't have any incentive to use the ritual. Possibilities include free Ice Mana and/or the capacity to resurrect heroes from Age of Ice (Epona - Amurites, Lugh - Doviello, Malus - Lanun and The Great Stag - Anyone else)
Of course, what's in it for me could also apply to other rituals. Rites of Oghma should provide the caster with a free Metamagic Mana and Natures Revolt could provide a free Nature Node.
As for requests, Aforess Advanced Diplomacy - which allows you to build Embassies (for a diplomatic boost), trade contact with other nations and gain Right of Passage (but not Open Borders - surely a Sidar tactic) - looks like an interesting one. See
http://forums.civfanatics.com/showthread.php?t=373463 for more details.
You actually receive between 3 and 5 Ice Golems for completing the ritual.
I'll take a look at the Afforess modcomp.
This would be very unfair in my opinion, they'd lose alchemy lab +4 sci +10% sci, Crown of Akhalien +2 sci +100& sci +2 cul +2 great person wonder, scholarship civic
, rites of oghma, birthright, gates(teleportation, trade routers) and much more... Or most importantly, they'd lose future tech. While I fully agree some of these seem strange with a non-magic anti-theistic civ(rites of Oghma), without counterparts or some other additions in other areas, it'd take away a lot of options and cripple them heavily late to very late game.((And without future tech, absolute kill them for endless//peaceful games
...Many of these techs are still useful to Mechanos.
Exactly. Not encouraged, but hey, you can get something for it.
I believe future tech(+1 health and happiness in all cities) would only be useless for the D'Tesh and Frozen, everyone else is still limited by either the health or happiness cap. Scions and calabim to a lesser extent, though still limited.
Unless the mechanos have changed completely from what they are in orbis.
They have not changed, no. If anything, the latest version makes them more similar. I removed one hero, added another, changed the Naval line a bit, and added some utility spells for the Techpriest/Adeptus units.
Doviello: the gameplay with the animals is kind of bugging me... I have tons of wolves, bears etc. but the only thing I can do with them is build one cage or give them blood rage (I hope I can do so with animal handling tech) with only one of them or build their special building - but tons of animals are still there and I don't want to send them all in a senseless fight just to sacrifice them... if I'm not getting the point or if I'm doing something completly wrong I think there should be some rethinking. I like the way Orbis handles the doviello + animals. One promo per sacrified animal per unit...
And why can't I build packs anymore when using the worldspell. Was a nice thing...
And: I can't explore animal lairs with the doviello anymore. Is really bugging when you have a piece of Cernunnos-Territory in your own lands without having the possibility to get rid of it. Or is it possible?
Greez,
Tschuggi
They are meant to be used to wage war with, frankly.
I'll think about allowing the Doviello to cast the blood promos; As of now, they are unable to, as their animals do not have the Tame promo (a nerf promo). Aside from Scorpions and Spiders, at least.
Packs have been removed; We have more animal tiers, rather than packs.
Noone explores animal lairs; They are unexplorable. The Doviello are at peace with Cernunnos though, so they can't destroy them.
The thing with farms, mines, and camps finding resources they can't use is still bugging me. If we can't have (nerfed) quarries, plantations, and pastures available for build more or less anywhere, is there any chance you could add some code to make the farms, mines, and camps "upgrade" to the appropriate improvement when they're on such a resource?
Probably not. It's easy to set a few workers to "Build Trade Network", however. They'll take care of it.
Mainly the problem is that Civ 4 isn't very good about announcing all new resources discovered (they don't necessarily always show up in the log) and even when the game does mention them, it's pretty easy if you're busy moving units around to miss said announcement. which leaves reources I ought to be able to use left unused until I happen to notice them.
Moreover I don't get at all why the consolidation in resource discovery was done. Why can't we have +1 food Pastures (with animal wields reduced appropriately) to build on flat tiles. You could even make them fresh water dependant (farms animals do actually need water) to keep their function similar to(and thus balanced with) farms. Quarries are a little more dicey as we're accustomed to seeing them on flat tiles, and maybe you have a reason for not wanting them everywhere, but I just don't see it (again just a +1 production, with their resource yields adjusted, would be fine). Plantations basically already worked like farms, give them +1 commerce only and they're actually less useful than farms.
I believe I've explained this before, actually.
In short, it is a direct result of reducing improvement yields. When improvements have a base value of 2 yield, you are able to develop a neat little chart, where main improvements have +2 in one yield, and niche have +1 in two.
However, when they have a base value of 1 yield... You have 3 possible improvements. You can work in a few more through unique mechanics (camps, workshops), but ultimately, you become far more limited in your possibilities.
Improvement yields will not go back up, so the majority of improvements will necessarily remain niche improvements only buildable on specific tiles.
It wasn't to messy before. I certainly don't remember anyone complaining that we had too many build improvement options. And certainly "messy" is the wrong term, because it better organized resource discovery efforts. And the improvements are already (!) buildable, you are just arbitrarily wasting our time by making us wait for the farms, mines, and camps to find those resources and then build over the old improvement.
If there is something being gained by the new system, you haven't explained it.
Quite a few people did, actually. Including most of the team. I didn't personally mind it too much, but I
did mind the OP yields. And like I said, nerfing those yields made it impossible to have that many improvement choices without ending up with multiple improvements serving essentially the same function.
I always let the AI handle the building because there were too many improvement O.o, I never knew what was best.
I've enjoyed the changes for their simplicity.
Exactly. We're going for simplicity in a big way... Just wait for 2.0, the mechanic planned there will add a vast amount of simplicity unless you choose to disable it. At the same time, though, it adds a lot of
complexity and replay value.... And that's about all the hint I'll provide (other than that I'd honestly like to get it in ASAP, rather than wait for 2.0
)