That was sort of the point I was trying to make. To me, the Kahdi fit in with that whole naturalistic philosophy of the east and thus might use the 'magic of nature' in a different way than you might get with the FoL for example. I was also thinking that Taoism and Shintoism both center on the divine in the world but tend to get away from worshiping deified personifications. So while the Kadhi may be 'agnostic' they are not denying the Gods, but more of worshiping the divine in a more broad way.
In regard to their gate creatures I think making them unique is better for the game, more interesting and will make their Civ more Asian than just changing the unit animations for the more common units.
Plus, it gives people a chance to do some research into another culture's creatures, myths and lore. Always a good thing!
Yeah, the one that will have to do the most research is me. I am not that good in eastern lore... Guess I will do some reading when I have a time, plus play three kingdoms mod...
Anyway, I like it. But I think I will change the civ name - the differences would be too big to justify naming them Khadi. But the above concept is a start.
I think I will keep to classic elements, maybe add metal & aether ones...
Another thing, I think spionage isn't complete without spy specialists and great spies.
Well, I do not see much use for great spies, and thus for spy specialist. I want to flavour espionage (the current is just a draft BtS version), but do not think spy specialist is the way.
Four Ratchatchers are more then enough to completely pin down an enemy city.
The AI, as expected, makes little use of the Ratcatchers.
I think you have really good ideas here. I will limit the numbers to 4 plus remove the upgrade path. I did not feel comfortable with it.
I wonder why ratcatchers are rare...
Sadly version 0.22 is a lot less stable then 0.21. I'm not sure why but I suspect the passive espionage is responsible for at least some of the added strain.
Does it crash? Please give me details, maybe I will find a way to increase stability.
0.22 has a lot of changed code, I moved to Xienwolf's modcomp core things, so it could temporary decrease stability (before I fix it), especially that my coding abilities are not that good.
And, while I greatly hesitate to say it, I have to admit that Orbis is starting to loose a bit of the charm I felt it had. I already know you're a bit of a tinkerer Ahwaric. And the hardest thing for a tinkerer is to put his tools down and say "There, it's finished".
What are your plans for Orbis Final Version? Do you have checklist? You have long since exceeded the mod you set out to create. At least that's the impression I get from rereading the beginning this thread.
There is no such time I think...
But I have added most of the features I wanted. I wanted to add espionage from the start - in fact, it was in the version I used before releasing orbi but decided it is not ready. It took almost a year to add it back. Same applies to Scions - I had to learn a lot.
Right now, I want to concentrate on tweaking. Flavour, art, AI - that is where I plan to work. Some bigger things too, but only if I am really sure I want them in.
Where do you think the charm suffered the most?
EDIT:
Make a post explaining in detail your changes. Ahwaric will read and implement some if he likes.
Could not say it better myself. Any feedback, especially with precise proposals, is welcomed.