Valkrionn
The Hamster King
I'm aware. I was just poking at you.
Honestly, it's been planned for some time to add Steel weapons in place of Mithril, with mithril being very rare, and powerful. We decided to wait until 1.5 for that though.
but I think the "mass product" effect of iron weapons is not really here in your modmodmod.
if you already have some blacksmith... why would you get iron weapons ? (especially as you can build bronze weapons earlier).
the iron weapons would go to new units built in cities without blacksmith... IMO, as you tried to get bronze weapons, you have a blacksmith in all cities worth something ; especially in those that will build melee units.
-allow some units to get iron weapons but not bronze weapons : warriors, ?horsmen? scout?(but not hunter nor horsearcher...Etc) to show that to the contrary of bronze weapons, iron can be mass producted.
-bronze weapons are not "automatically given" : make them an equipement, for melee/chariot/knight/longbow/nightwatch...etc) that you can buy, for 5?, if you have a blacksmith ; removed if steel weapons or mithril weapons are applied ; removes iron weapons ; iron weapons cannot be applied if there are bronze weapons.
other idea : with smelting, if you have a "master smith", you can buy an equipement : steel weapons : 85 : same effect as the "steel weapons" promotion (replace bronze/iron weapons/remove high quiality bronze, remove plate, allow high quality steel, removed if mithril weapons), but available earlier... for a huge price : the knowledge of good steel was a secret, guarded by the master smiths... at steel working, the knowledge is spread around, steel weapons are free for the units working for your empire.
I just wanted to allow some units to get the weapons 1 tech before you can mass product them. maybe 85 is not enough... make it 100 (needs iron+mastersmith)
I'll have to play-test it but I think that I'll never have the use of iron weapons in your mod.
Well, the only use would be when I cannot get any copper.
Iron weapons arrive with smelting (tech after bronze working) : so if I have some copper I have to build blacksmiths : not building them and waiting for the next tech to have "no building needed iron weapons" is bad strategy !
make iron weapons available at least to warriors (you removed bronze weapons from them) bronze get 20% vs iron !
I would still propose you give iron weapons to scouts : the tech appears way late ; scouts with +1 would still be worse than hunter. IMO it would not be a huge balance issue.
those 2 proposals would make iron feel like the weapon of the unlucky and of the pauper.
You could give bronze weapons a minimum level requirement. A "You can only afford to equip the elite." type of deal.
IMO, the scarcity of Bronze weapons compared to Iron weapons would best be represented by adding Tin as a resource and require both copper and tin to have Bronze weapons. This was the reason for the scarcity of Bronze in our world, why not in Erebus?
Is it possible to have multiple resources required for a promotion?
I was looking over your change log, and I don't see this nerfing the Mechanos too much.
Most of these changes I would have made myself if I knew what I was doing. The only thing I'm not a huge fan of is the black powder promotion. That's what corned powder replaced. The components of black powder tended to separate during transit, so it wouldn't always fire. Corned powder solved that by creating cakes of powder, instead of leaving it as loose particles. Disclaimer: I'm no expert so I could be wrong about the details of corned/black powder.
Yeah, I remember we were talking about it many, many months ago.
I've not found much on mithril in the lore, which is a good thing. I really don't want mithril to be revealed and workable in the same fashion as the lesser metals. I have some ideas for events to make discovering mithril more exciting (and, perhaps, dangerous.)
Earlier versions of GWS Steel I was playing with included giving some weapon promotions to most units. In the end I decided giving weapon promotions to units not designed for it causes serious balance issues. It's not something that can be done without completely redoing most units with this bonus in mind. This is one thing that I've worked on but I decided to table until I see what changes the RiFE team makes further down the road.
Not only that, but the more games I play, the more I think the master smith system might be overused. If you want steel promotions, you better be prepared to conquer some land with iron. I don't like the idea of buying military superiority (for all civs, anyway.)
This is the most logical answer, and was the first idea I had about steel. Copper is plentiful, so really the resource Tin should represent Bronze weapons. The plan was basically:
* Iron +1 requires iron, Bronze Working
* Bronze +2 requires copper, tin, Smelting
* Steel +4 requires iron, coal, Steel Working
I gave up on it before I even started coding. I had a feeling that finding both copper and tin would be too hard and there would be many games that no civ would have them. That's the same reason I gave up on coal for steel. Coal was to represent the carbon in the steel, but really it was because coal allowed for much hotter and more efficient smelters than wood fired ones. I liked that idea too, but seemed too complex.
its your mod... but know that getting enough Caster Craftsmen, then sacrifiying them into 5 master buildings is hard to do and I dont see why having all of them with enough GC should be OP/gamebreaking...etc.As for Master buildings... I frankly agree, and they'll be merged into Guilds when they are redone, rather than allowing you to access all of them with enough GP.
its your mod... but know that getting enough Caster Craftsmen, then sacrifiying them into 5 master buildings is hard to do and I dont see why having all of them with enough GC should be OP/gamebreaking...etc.
With enough GP you can have enough altar level, giving lots of xp to disciples, lots of to priests, lots of :happy:
I think sacrifying 5 GC (that you can't use to rush-build a Word wonder !!) for the 5 master buildings gives less boni than sacrifying 5 GP (that otherwise has no use save for 1 for holy shrine) into altar lvl 5.
I don't think it is "unbalanced" or something. Transfering them to guilds could be interesting but IMO not for the reason you state here.
Those buildings propose few, costly options that are not even very strong, just fine, they have a heavy cost (a GC), and few advantages : +15-15% is good, +3 gold is not a lot.
Just my (unasked) opinion
What you listed for Steel is pretty close to what I plan.
There are simply too many purchasable promotions granted by those buildings. It is far too easy to outfit a handful of units, turning them into unstoppable forces.
By combining them with guilds, we change one extremely uninteresting mechanic (current guilds) and trim an interesting mechanic to a more manageable level; In the end, each guild will have several UBs, UUs, and Equipment promotions.
The problem I had with this plan is that I didn't feel I had enough control over distribution of resources. Since 1.3 only has two mapscripts (from one codebase) this might not be as big a hurdle is in 1.2 when most of these modules were conceived.
Guilds are going to be like on Wild Mana's?
You mean that they are basically separate factions, you have to please so they work for you?
No, they will not be like that.
No Noble Houses for RifE, though I personally like that part of Wildmana.