Adding a Spark to the Malakim

*Ahem.* They have the same movement range as a Scout (as of .34) and start with Sentry I, more than guaranteeing them a chance at living in comparison to the Scout's who won't see it coming.
 
How about creating a Desert-only resource that can only be discovered by Malakim? Here's a basic idea:

Ancient religious artifacts
Resource: +1 happiness, +1 trade
worked tile +7(?) trade.

every 100 turns, there's a 1% chance that any Malakim city with a temple spawns this resource in each Desert tile in the city.

It this tile is transformed into a non-desert, this resource is lost.

The objective of the resource bonus would be to give a significant advantage the first time it's obtained. The worked tile bonus would be to give some advantage to actually working the tile.
 
But I don't need any commerce! I need hammahs! :(
 
*Ahem.* They have the same movement range as a Scout (as of .34) and start with Sentry I, more than guaranteeing them a chance at living in comparison to the Scout's who won't see it coming.

... but no better results from villages and no capture animal... whats the point? He's just a fast guy spawning barbarians everywhere :p
 
I want war camps!
 
taken from the civilopedia entry for Mirror of Heaven:

"When in great need the Malakim seek guidance by heading alone into the desert. Though they risk death they often receive visions or enlightenment. The most holy of these wildlands is the Mirror of Heaven, a desert so hot the sands have melted to a smooth glass sea."

what about having the Malakim get some kind of bonus for visiting the Mirror of Heaven. like granting them the philosophical trait ( enlightment ) . although is somebody can come up with another idea that's unique and cool, that would be a lot better of course ;)
 
That could be good. It might also be good to give Malakim disciples an xp-granting promotion (on top of the normal Potency promotion) while they are on desert tiles. This would better in FF.
 
the new civ trait mechanic is great and it would work very well with this idea: since malakim are supposed to be good traders and merchants, they should have an innate % bonus on trade route yields for all cities . this way they'd have an incentive to adopt a very fitting civic "foreign trade" and open up trade routes with as many civs as possible. I think this would fit them very well.
 
What about Inns and Taverns? Those boost trade a lot already.. although it brings in crime, something that the Empyrean (and in a sense the Malakim.) have a distaste for.

Giving Malakim some additional control on the crime rate would be fitting for them. What would be the benefits though? I've hardly ever seen negative effects from a high crime rate..
 
A Temple of Lugus improvement would be nice. It could have the same placement rules as Pirate Cove, and give the same bonus but with hammers instead of commerce. That way tiny desert-cities (pop 1-3) can still produce units.

Possible size progression:

(sac a worker) --> Gathering --> Congregation --> Temple of Lugus
 
In my opinion the most logical reason for Malakim to be better in deserts than others are, would be that they can use oases more efficiently than other civilizations, because giving food or hammers for deserts is just ridiculous. So let oases in their territory upgrade to a better type and make deserts on oases unchangable by spring like on floodplains or (if this possible) let the improved oases disappear if you cast spring on them. Or don't upgrade the Oases at all, but give the Malakim a building for their cities, which gives you food and commerce on oases. These building improves with the research of certain techs, so at the end oases are real power houses for the Malakim. The second possibility also would have the advantage that it would differentiate the upgrades from the Lanun because the first is quite similar to the pirate coves. Also other civilizations couldn't use the boni of the Malakim as they can do with the first.
To make this a real strategy for the Malakim, a Malakim Adept (they don't have water mana, do they? Strange for a desert civilization) or some new kind of unit, that comes a bit earlier that adepts, or - if you want to make it easier - workers can build an oasis on a desert.
 
How about if the Malakim could build a unique feature? One that - for as long as they have control over it - would grant them Philosophical, and perhaps spawn occassional priests?

Perhaps to get the Feature they would need to fulfill a ritual that would both spawn a Great Prophet and open up access for Great Prophets to be able to build the Feature itself (on a Desert tile).
 
A few ideas for their priests to encourage the religous focus

1. Give their Priests a special version of Inquisition. Rename it to somethere more peaceful. Make it remove other religions, add the Malakim's, and gives the priest a few free XP. So while others get stronger by capturing people's bodies, the Malakim are rewarded for getting their hearts and minds :O

2. Give their Priests a Stigmata style promotion that works off religous influence. So a Cultist would get a 20% bonus if 40% of the world was OO.


2b. Give them an early UB(Mysticism or Philosophy) that "inspires" units built there. Units built in cities with the UB are 3x more likely to follow the state religion, and units built in a city with the UB who follow the state religion get the Stigmata-style promo.

Gives a nice 'Conquer the world to bring them salvation' kind of thing. You want to capture cities so you can spread the faith. The UB granting the promo to regular units means you fight your wars normally and bring the priests in behind for the converting, which keeps it from treading on the Order/Bannor's crusading, fanatical warrior-priest's toes.
 
A few ideas for their priests to encourage the religous focus

1. Give their Priests a special version of Inquisition. Rename it to somethere more peaceful. Make it remove other religions, add the Malakim's, and gives the priest a few free XP. So while others get stronger by capturing people's bodies, the Malakim are rewarded for getting their hearts and minds :O

2. Give their Priests a Stigmata style promotion that works off religous influence. So a Cultist would get a 20% bonus if 40% of the world was OO.


2b. Give them an early UB(Mysticism or Philosophy) that "inspires" units built there. Units built in cities with the UB are 3x more likely to follow the state religion, and units built in a city with the UB who follow the state religion get the Stigmata-style promo.

Gives a nice 'Conquer the world to bring them salvation' kind of thing. You want to capture cities so you can spread the faith. The UB granting the promo to regular units means you fight your wars normally and bring the priests in behind for the converting, which keeps it from treading on the Order/Bannor's crusading, fanatical warrior-priest's toes.

I like that idea a lot!
 
A few ideas for their priests to encourage the religous focus

1. Give their Priests a special version of Inquisition. Rename it to somethere more peaceful. Make it remove other religions, add the Malakim's, and gives the priest a few free XP. So while others get stronger by capturing people's bodies, the Malakim are rewarded for getting their hearts and minds :O

2. Give their Priests a Stigmata style promotion that works off religous influence. So a Cultist would get a 20% bonus if 40% of the world was OO.


2b. Give them an early UB(Mysticism or Philosophy) that "inspires" units built there. Units built in cities with the UB are 3x more likely to follow the state religion, and units built in a city with the UB who follow the state religion get the Stigmata-style promo.

Gives a nice 'Conquer the world to bring them salvation' kind of thing. You want to capture cities so you can spread the faith. The UB granting the promo to regular units means you fight your wars normally and bring the priests in behind for the converting, which keeps it from treading on the Order/Bannor's crusading, fanatical warrior-priest's toes.

Fantastic ideas! I hope Kael reads your post!
 
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