It might be problematic since this restriction would only apply to the last level.
About Guardian of Nature, I said that because it might not stick around...
For elves, ancient forests are really good with cottages and on hills, with mines. Sure, not much food from them, but if you have a few food sources, you will still have your supercity.
What's that: 2 hammers + 6 commerce with a fully grown cottage and 5 and 2 with a mine? Add a river to that for extra crazy income. I must be the only one who doesn't have a problem with ancient forest changes.
Re: New Advantages for the White Hand. What about needing White Hand as a prerequisite for building Ice Mana Nodes? (You might need to remove Ice Mana from the list of Mana type required to build ToE for this to work)
You guys like the idea? *Melts*
Alright, how about we try and work it out to see what most people will like?
So far we have the standard camp:
+1
-1
+1
As opposed to the standard Lumber Mill:
0
+2 (+4 with tech and civic)
+2 (max)
What needs to be done is make it competitive to the LM on level 2 and superior on level 3. This is to give FOL civs a reason not to build LM's any more and to offset the fact that it requires specific conditions to happen.
So I propose omething like this:
Camp lvl 1
+1
-1 (change it so that it gets +1 with either FOL as state religion or Guardian of Nature civic making it 0)
+1
Camp lvl 2
Requires FOL
+1
+1 (+1 with Guardian of Nature)
+1 (+1 with Guardian of Nature)
Camp lvl 3
Requires Guardian of Nature and Ancient Forest
+1
+1 (+1 with Guardian of Nature)
+1 (+1 with Guardian of Nature)
Either +1 free specialist in city or if that is to powerful +1 or +1
Personally I would have it give +1 free specialist in the city (with Guardian of Nature) and space them out like Pirate Harbors back in FFH.
And make lumber mills that are in a forest when it turns ancient automatically convert to a level 2 camp. This way, the FOL civs still have incentive to go for the LM or even mine if they really need the extra but it gives them a nice all round beneficial alternative.
What do you think?
You guys need to start using this when you say stuff like that.
Blehm. A Fellowship only lumbermill upgrade that... that... Blargyh. I don't know. Just please don't take away my ancient mills entirely! I love them so!
The biggest issue is with non-elves. At least in 1.31 where forests aren't removed by elves accidentally.
Personally I would love to see Ancient Forest downgrade into normal forests if you build a LM on it, possibly with a chance to spawn some kind of pissed off tree guardian (similar to what happens when you scorch them). This would also solve the biggest (roleplay) problem with AFs, forests that have been captured by non FL civs.
Real world jungles are a fairly decent approximation for an Ancient Forest (not really, the jungle doesn't try to kill you if he doesn't like you, but you get the picture) and you know what the industrialized use of our jungles looks like.
But in RifE, jungles can be lumbermilled to.
And that's weird. But as I said, that's something we're doing IRL as well, I doubt that those people are worshipping Succellus though, Mammon seems more likely.
That being said, it's not that big of a problem because lumberilling jungles isn't economically viable anyway.
PS: I sound like a tree-hugger...
Ah, but in real life, the jungle is destroyed. In Erebus, it is preserved. Sustainable logging ftw.
And that's why it's weird. ^^
I don't think Erebus lumbermills work on the same scale as real life lumbermills.
I don't think Erebus lumbermills work on the same scale as real life lumbermills.
Forested forests are orderly, lack much of the animal life, and just entirely different things; Fairly sure FoL would find it perverse.