Doug Piranha
Warlord
[to_xp]Gekko;8706552 said:I'm pretty sure stags have lairs.
... but you can't sacrifice them in a city to build a stag cage, which is what I think he was asking.
[to_xp]Gekko;8706552 said:I'm pretty sure stags have lairs.
It basically means you have to protect your border towns
And what I was referring to, didn't notice that Gekko said lair.
Not only the towns themselves, but every tile you use for production. A gobin archer sitting on you gold mine can be a pain to kill in the early to mid game, especially in a border town, which doesn't produce heavy units. Then, they pillage it. So you have to move your worker all the way to the back of your empire to rebuild the mine.
Maybe one thing could be to have units stationed in forts cancel barbarian spawning within their sightrange. There is really no difference to this and to cities, when you think about it. Besides all the invisible people working the tiles in the city, but never mind them, they are peasants, right? Wait, what? Peasants stop barbarians spawning, but not soldiers???
But there are a few things that bug me.
Barbarians spawn even on tiles not abscured by fog. I have seen this multiple times, sometimes right next to one of my units. Is this intentional? I hate this behaviour, since it makes it impossible to clear areas of threats, so you can safely build infrastructure. You have to constantly build new units just to defend your cities.
so far it is tech only. Though it would be easy to add it to other events (declaring war, razing holy city, founding religion, etc.)Neat! But is it random appearance.. or some kind of quest, a first to tech thing? More info please!
The issue with the other method of spawning (Nowhere you can see) is you can then have just a few hawks hold down an ENTIRE CONTINENT. That said, Orbis and RifE allow forts to project Culture, which prevents their spawning.
I notice in the Noble House description that it says it 'consumes' the listed resources. What does that mean?