While city sets are being worked on, does anyone else think the Hippus palace needs to be changed. I don't know about anyone else but I think the current one looks horribly out of place. I just can't imagine mercenary horsemen building this massive marble palace
Have you seen anything elsewhere that might fit better? I'll have a look around and see what I can find (anything that has already been produced is likely to be better than what I can come up with from scratch). I think I reached the limits of my Blender talents with the Balseraph tents...
Heya, downloaded this fantastic mod earlier on this week and I've been totally unable to put it down, so firstly I want to so well done it amazing! My ex and I have played 3-4 games now this week and we've totally fallen in love with both of the lizard races. Although I've had a search around I can't see anyone else asking about this.
Is there any way either team can grow jungles? In one game I was gifted a few Priest of Leaves to help bloom and watch as they slowly turn into jugles- but as we're either good or evil we can't get druids (not that they bloom anyway) So I was wondering- is the lack of terraforming part of the balance for the race? I know it gradually changes over time but only if the terrain is grasslands & rivers. It makes conquest more difficult and means I've tended to turtle a bit rather than go out and seek resources & land.
Even if there's a spell from the divine line that adds a chance to grow jungles from a druid equivalent tech it'd be swell.
Glad you're enjoying it.
Lizard-forming basically works like this...
- Any plains tile in your land has a very small chance to become grassland each turn
- Any grassland in your land has a better chance of turning to Wetlands, and that chance is multiplied by 5 if the tile is next to a river
- Any Wetland tile can spawn either a swamp or a jungle spontaeneously
- If the tile already contains a forest/ancient forest, the chance to spawn jungle is multiplied by 5 (quicker to convert existing forest).
Back to the original question - there aren't any ways to create jungles, but you can create swamps on wetland terrain (spring). In almost all cases you'll find life much easier if you settle along riversides. The Creation mapscript is actually great for this as it uses rivers as part of its layout design algorithm (if I'm not mistaken, every region must have a river).
Failing that - just stay away from deserts
(not that it is detrimental to the lizards, they just never benefit from it).
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Just as a quick warning though - the Mazatl have had a slight "reworking" for the next version (released Monday if no testing issues this weekend) due to potentially obscene early-mid game commerce. "Lost Lands" have been moved back to a slightly later tech, but they've also gained additional trade route support in the form of the "Barterhouse" - as no one seems to comment much on the fact they can generate hammers/food from trade routes (suggesting that feature is underused - it was supposed to be one of the main features of that economy). Lost Lands has no additional commerce from swamp, but does grant additional trade routes.
Each route initially provides 0.5 Hammers/Food, rounding down. That means to start with, all the hammers/food are rounded down. If you manage to boost your trade route value by 100% (Harbour, Inn, Tavern, Barterhouse, Capital, City Size etc), each route will provide 1 additional hammer/food. In practice, it's fairly easy to get your capital to this sort of state, but takes a little longer for other cities. There's a definite incentive to go for the "trade" techs if you're playing them as a builder style. Equally though, they can still be played as a "Wyvern-Guardian" based civ, though the research won't come as easily as it used to in that case.