WiseMan999
Chieftain
Just a few ideas that I can't get out of my head. Thought I'd post them here.
1) What if Dwarven races gain access to a special improvement called Dwarven Halls that automatically appear on peak tiles inside their cultural borders (or inside their BFCs) that provide production. They could provide production and get extra production from techs along the melee line, as well as possibly extra food/commerce from other techs (like Currency). Also they could possibly act similar to cottages, upgrading over time - although it may be too much micromanagement to provide for a city with both cottages and dwarven halls. At the end of the upgrade path i'm not sure of the method but it would be good for them to be able to 'open' the peak tile and allow normal movement on it.
Possible end tile output: 1/6/2 - close but not as good as Elven Ancient Forests (?)
I think this would be good with the Khazad at least, whose unique mechanic penalises them for expanding too much - they have less cities but each one (in Erebus mapscripts) would be production powerhouses. Might also help with Luchuirp whose Golem units are rather expensive in terms of hammers.
Combined with a mod to allow multiple builds per turn and a mountain heavy start this could be a monster though.
2) IMHO Golems being slow doesn't make much sense in the world of civ. Golems might be slower than a marching soldier, but they do not require rest, food or water and so can continue travelling long after other armies would have stopped. What about if the Pallens Engine also added +1 movement to Golems, they have perfect sight, why can't they move at night as well as the day? IMO this would make Golems much better units than they are now. Could be too powerful though.
Just throwing these ideas out there. Although I'm not sure if they'll work in the first place. Corrections are welcomed.
1) What if Dwarven races gain access to a special improvement called Dwarven Halls that automatically appear on peak tiles inside their cultural borders (or inside their BFCs) that provide production. They could provide production and get extra production from techs along the melee line, as well as possibly extra food/commerce from other techs (like Currency). Also they could possibly act similar to cottages, upgrading over time - although it may be too much micromanagement to provide for a city with both cottages and dwarven halls. At the end of the upgrade path i'm not sure of the method but it would be good for them to be able to 'open' the peak tile and allow normal movement on it.
Possible end tile output: 1/6/2 - close but not as good as Elven Ancient Forests (?)
I think this would be good with the Khazad at least, whose unique mechanic penalises them for expanding too much - they have less cities but each one (in Erebus mapscripts) would be production powerhouses. Might also help with Luchuirp whose Golem units are rather expensive in terms of hammers.
Combined with a mod to allow multiple builds per turn and a mountain heavy start this could be a monster though.
2) IMHO Golems being slow doesn't make much sense in the world of civ. Golems might be slower than a marching soldier, but they do not require rest, food or water and so can continue travelling long after other armies would have stopped. What about if the Pallens Engine also added +1 movement to Golems, they have perfect sight, why can't they move at night as well as the day? IMO this would make Golems much better units than they are now. Could be too powerful though.
Just throwing these ideas out there. Although I'm not sure if they'll work in the first place. Corrections are welcomed.