A little FfH balancing mod

Because clan units are cheaper but poorer in some aspect.
A 2 move goblin could be added to the barbs if you guys want quicker pests, I suppose.

Edit: Oh yeah, and what Gamestation said! But feel free to try it out with the editor.
 
just to point out that I live most of the changes here.. just not too keen on the civic ones.
 
Unser Giftzwerg said:
Aristocracy

Do you use Aristocracy regularly?
Anyway, I thought I read posts that said they've never used Aristocracy, which fits my experience, so I thought I'd give it a try.

There is no reason to build Farms right now.

Specialists!

Of course, that's just the 'flavorful' look at the matter. From a game performance point of view, this change and the Harbor change seems rather arbitrary. I don't see any glaring gameplay flaws corrected by either of these changes. They all seem potato/potahto to me. :shrug:

It's just creating extra synergy between that trait and strategies such as pop rushing or building a huge empire. While harbor and lighthouse may fit flavourwise, from a strategic point of view those traits may as well read "double production speed for courthouse + a random building". No synergy as far as I can see.

I just don't see why specialists should produce gold. Once again, FfH's economy needs cooling, not heating.

Would work too. Then Caste System should probably be toned down. Ideas?

Don't understand the gameplay need nor the "flavor" aspects of this change [to Fend for Themselves]???

I read a suggestion once on this forum to give that civic +1 XP, because at the moment it is never used. This fitted with my experience. Do you use fend for Themselves regularly though?
Now you can choose between Basic Care, or get +1 XP but suffer a diplomatic penalty with good civs. An interesting choice IMO.

Goblins begin with move 2 not Move 1. That's it.

I'd be fine with this, but Kael changed it to the current situation. What do other people think?

Endovior said:
The Agnosticism trait gives you +1 Happy in all cities, -1 per non-state religion.

A while ago someone had the idea to give the Grigori +1 happy in all cities per religion founded in the game, -1 per religion present.
This would:
1) create a gradually increasing bonus
2) give an incentive to keep your cities "clean"
I don't know how to implement this though.

Quetz said:
was hoping for more unit/civ balancing

I first wanted to know if there was any interest in such a thing before trying out more changes.


Anyway, I uploaded a new version with the Caravan unbuildable. ;)
 
im not a fan of goblins getting 2 movement, theres a bug/feature? in multiplayer games with simultaneous turns whereby your workers do their work for the turn often before barbarian units move, which means, they dont cancel what they're doing if a barbarian plops down beside them, meaning instant death next turn (the barbs will attack it before you can move it away). goblins having 2 moves would just be a huge annoyance and when something was specifically taken out theres normally a reason. 1 move!
 
Sureshot said:
im not a fan of goblins getting 2 movement, theres a bug/feature? in multiplayer games with simultaneous turns whereby your workers do their work for the turn often before barbarian units move, which means, they dont cancel what they're doing if a barbarian plops down beside them, meaning instant death next turn (the barbs will attack it before you can move it away). goblins having 2 moves would just be a huge annoyance and when something was specifically taken out theres normally a reason. 1 move!

Yeah, thats th emain reason they were brought down to 1 movement, automated workers were to easy to lose to barbs when they had 2 movement. Not a huge deal for human players who could just not automate their workers, but devastating to the ai (who is effectivly always automated).
 
Back
Top Bottom