Im not real happy with the current implementation of ancient temples. They seem to boring. To be honest i loved the look of them so I added them in without much thought as to what they would do (classic flavor leading design mistake).
In the mythology they are temples to Mulcarn (the god of winter) that were built during the age of ice and have been abandoned since he was killed. But we can change that if something else makes more sense.
Right now they need to be explored, once they are they provide all newly built arcane units Combat I if they are linked to the temple (less useful now since the only arcane units that are build are the adepts, and arcane units actually level).
Ive considered the following effects, none of which im particuarly happy with:
1. Random effect, teleporting the unit to another temple, popping a demon, granting a tech, becoming an already improved mana node, etc. I dont much care for this since it copies the goody hut mechanic.
2. Increases the rate arcane units gain xp. I dont much care for this since it copies the arcane trait mechanic.
3. Grant bonus xp to disciple units.
4. Pop monsters (lizardmen?) every so many turns until they are explored, at which point they become dormant.
What do you guys think they should do?
In the mythology they are temples to Mulcarn (the god of winter) that were built during the age of ice and have been abandoned since he was killed. But we can change that if something else makes more sense.
Right now they need to be explored, once they are they provide all newly built arcane units Combat I if they are linked to the temple (less useful now since the only arcane units that are build are the adepts, and arcane units actually level).
Ive considered the following effects, none of which im particuarly happy with:
1. Random effect, teleporting the unit to another temple, popping a demon, granting a tech, becoming an already improved mana node, etc. I dont much care for this since it copies the goody hut mechanic.
2. Increases the rate arcane units gain xp. I dont much care for this since it copies the arcane trait mechanic.
3. Grant bonus xp to disciple units.
4. Pop monsters (lizardmen?) every so many turns until they are explored, at which point they become dormant.
What do you guys think they should do?