Chalid
Black Dragon
woodelf said:So Centaurs, satyrs, mermaids, hawkmen, (is there a snake/human mix?).
Yes and a usually really bad one.. Nagas...
woodelf said:So Centaurs, satyrs, mermaids, hawkmen, (is there a snake/human mix?).
Chalid said:Yes and a usually really bad one.. Nagas...
woodelf said:Do we have a Ballista model? That would be a nice siege weapon for them.
Corlindale said:Cardith Lorda is Creative and Philosophical, same as Perpentach. Perhaps that could indicate that the Kuriotates would also be focused somewhat on the cultural/entertainment aspect of civilization, but in a less evil way than the Balseraphs(and we certainly wouldn't want to steal their flavour). I can imagine stuff like tourneys or faires, knights in sparkling armour, dancers and singers. Something like Lord Renly and the people of Highgarden, if anyone here's ever read A Song of Ice and Fire. The most carefree and high-spirited of the good civilizations, but not adverse to combat when it comes to protecting their lands, like the Elohim are.
For example, they could have "The Tourney" as a National Wonder. This wonder is quite special, because when it is built it only lasts for 10 turns(maybe 20). After that its effects(and it) disappear from the city, but that frees it up to be built elsewhere, so it can move around in your empire.
Its effects could be something like this.
+4 xp for new melee and mounted units in this city
No in this city
+50%
-25% (people won't get much work done)
Perhaps enable training of special unique units during the tourney, or randomly spawn some. Like the Champion unit, which might be a unit of random type with a fairly low icombat but with the Hero promotion.
Something like that might also work for the Balseraphs, who could have the travelling "Carnival of Shadows" instead. Its effect should be a bit different, though.
Corlindale said:Cardith Lorda is Creative and Philosophical, same as Perpentach. Perhaps that could indicate that the Kuriotates would also be focused somewhat on the cultural/entertainment aspect of civilization, but in a less evil way than the Balseraphs(and we certainly wouldn't want to steal their flavour). I can imagine stuff like tourneys or faires, knights in sparkling armour, dancers and singers. Something like Lord Renly and the people of Highgarden, if anyone here's ever read A Song of Ice and Fire. The most carefree and high-spirited of the good civilizations, but not adverse to combat when it comes to protecting their lands, like the Elohim are.
For example, they could have "The Tourney" as a National Wonder. This wonder is quite special, because when it is built it only lasts for 10 turns(maybe 20). After that its effects(and it) disappear from the city, but that frees it up to be built elsewhere, so it can move around in your empire.
Its effects could be something like this.
+4 xp for new melee and mounted units in this city
No in this city
+50%
-25% (people won't get much work done)
Perhaps enable training of special unique units during the tourney, or randomly spawn some. Like the Champion unit, which might be a unit of random type with a fairly low icombat but with the Hero promotion.
Something like that might also work for the Balseraphs, who could have the travelling "Carnival of Shadows" instead. Its effect should be a bit different, though.
loki1232 said:I have an idea about the other races being a big part of the Kuriotates.
Basically there would be around seven other races, and they would all replace various parts of the Kuriotates unit tree.
Races:
Naga-Replace the dark recon units(assassin, shadow, saboteur)
Centaurs-Replace most of the cavalry units(horseman, chariot, war chariot, war elephant. For these use the stats, not the idea of a centaur on an elephant.)
Eaglefolk-Replace the rest of the cavalry units(horse archer, camel archer, knight)
Giant Wurms (the guys from Magic)-Replace the siege weapons. Warious large worms. These guys will have greater normal strength and less bombardment strength than normal siege weapons.
Satyrs-Replace some archer units(longbowman, flurry, marksman)
Merfolk-Replace the combat naval units. This includes water spellcasters. They do not replace naval transport.
Giant Turtles-You guessed it, they replace naval transport ships.(these two races will not work until we have a more complex naval system)
How does this work?
there would be multiple "centaur units". Normal units would not be upgradeable to them and they would not be upgradable to other races. For example, a scout could upgrade to a hunter but not a centaur horseman. Then that hunter could upgrade to a ranger but not a naga assassin.
What do you all think?
loki1232 said:BOO! Oh well. Perhaps later once we get more available art?
Other ideas:
1. The kuriotates get +1 food, hammer, or gold frome very tile producing 3 or more of that. If a tile is producing 3 or more in 2/3 categories, it gets bonuses in all of them.
2. Their leader gets three traits. This would be to symbolize his uberness.
wilboman said:The Malakim are people, sure, but lead by an elf. The Kuriotates are people lead by other people.
Would an extra food on village and town tiles (in addition to common bonuses) vastly overpower them? It could mean huge and rich cities. Is there any way to cap the number of total cities they can have, making them a super-centralised civ? That would be a new playing style for some, and suit turtlers like me pretty well, just like the Hippus suit a conquering playing style...
I'm thinking something along the lines of ivory towers, great cities, totally urbanised areas around the cities, loads of specialists, but probably give them few units with high movement rates, and a lot of immobile (but strong) units. And I still kind of like the idea of a vaguely oriental feel to go with the dragon, it doesn't in any way have to be overpowering, just a slight oriental look to the art.
Corlindale said:I like the idea of making the Kuriotates focused on super-centralisation, but I still don't think we should literally force players to do it through an artificial city limit. I think it would be better if we decreased the inclination to build many cities by for example:
1)Make their settlers much more expensive
2)Give their settlers just 1 movement
3)Increase Maintenance costs for large empires for the Kuriotates.
To give them some bonuses in the area of super-centralisation, perhaps the 2-per-city restriction on National Wonders could be lifted for them? Of course it might not be that big a deal, as there are relatively few of them in the game at the moment.
5. We will have to do something about resource constraints for them (iron, mithril, reagents, etc) since they wont be able to get them through spread.
Corlindale said:Perhaps something like the colonies in Civ III? Takes twice as long to build as normal resource improvements, buildable outside civ borders.
Kael said:One question before we assign this mechanic to the kuriotates:
1. Would this mechanic be better suited to another civ (khazad)?