Any ideas on other civ specific improvements

mtagge

Clueless Tweaker
Joined
Dec 29, 2007
Messages
111
Location
Frankfurt
With the new change to Cardith's enclaves and talk about dwarves needing a boost in hills and the elves being too powerful building in forests, are there any other ideas for changes to improvements for specific civs?

I think it would be a decent balance change to make elven cottages stop growing at the village level instead of the town. As it is that still won't balance out the advantages of dropping a farm under the tree (grassland farm + sanitation + ancient forest = 5 food (6 if under agriculture)) so farms will still be the better choice.

Also having dwarves build special cottages on hills that provide extra food at the village level but less commerce than usual to simulate the mushroom farms.

Maybe other civs could have unique improvements as well.
 
The Elves got a nerf: They can't clear jungle anymore.

I keep saying this: Both dwarven civs are among the best right now. A boost to their hill outputs would be overkill, even if flavorful.
 
Ah good to know. So elves need a fireball mage now for djungle cleaning. ^^
 
Yeah it would be nice if the hippus actually had a reason to build windmills, seeing as no other civ does. They should get a less productive mine and a more productive/commerce windmill.
 
I'd like to see some kind of special mana node for the magic oriented civs like amurites or sheim,
which gives either +2XP to built adepts in a city, if in the fatcross,
or something like additional commerce, e.g.
 
I don't think we should give too many civs special improvements.

I mean, come on, thats one of the features of Fall from Heaven. Every civ is unique and most special features are either unique or used in few cases.
 
What might be neat is a training camp improvement. Basically it is just a little not-village that provides a % hammer bonus to unit production to the city if it exists in the fat cross. This could represent other lesser barracks and training centers in the outlying lands (like towns) that help produce units.

It'd be particularly neat as a bannor improvement.
 
What might be neat is a training camp improvement. Basically it is just a little not-village that provides a % hammer bonus to unit production to the city if it exists in the fat cross. This could represent other lesser barracks and training centers in the outlying lands (like towns) that help produce units.

It'd be particularly neat as a bannor improvement.

Agree. I think the Bannor should also have a new upgrade fo the citadel which provides a bonus to defense in its zone of control and big defense in the actual tile its in. It would be nice if windmill output was linked to Air mana, for each air mana you control windmills get 1 commerce and 1 production bonus. Capped at 5 each.
 
I think doviello should be able to adopt sacrifice the weak at the begining of the game. why, for one they r supposed to live only in the tundra. I would also think that they should have 1 hammer removed from mines and 1 food removed from farms and 1 comerce removed from cottages.

Flavor wise I think those changes wood be better, secondly I also think that is a good way to go for a conquest civ.

dovielo should not get such a high unhapy penatly for drafting units. IMO

I think these changes will beef up the dovielo's war effort, while keeping them from becoming to advance d.
 
Sacrifice the weak really doesn't fit the Doviello particularly well; Fend for themselves does.

I personally think that this civic should provide some free xp. In my version, it provides xp but also provides military UNhappiness (if you don't feed your soldiers, then the townspeople won't like having to compete with an army for resources.) Keeping your armies in the field instead of garrisoned in cities is a good idea here. I like the flavor of this, but am concerned the AI might not understand it very well.
 
Back
Top Bottom