Anyone has a viable strategy for the Scions?

I would go with a percent chance for war at the least, Svartalfar Kidnapping includes such a feature, it is the most comparable action I can think of.

The most comparable action I can think of is attacking with a hidden nationality unit.

While it's always obvious where Creepers come from, it's rarely difficult to trace HN units. It's all about plausible deniability.

Creepers are basically tree saplings, and their spells represent them doing what saplings do. Having Arawn's Dust or Take Root declare war would be the same as having elves declare war every time a forest grows.
 
The assumption with the Dust spell is that the connection between whatever wrecks an area's agriculture and the Creepers and/or Scions is quite obscure. But I added a slight chance for war. If nothing else people'd be pissed about the uncanny plagues and ready to take swings at any necromancers nonchalantly hanging around. (Ideally it'd increase the chance for a "demands war" event included with Revolutions-for-FFH... which ideally would already exist.)

It occurred to me that the ability to trigger a war between 2 other civs would be a nice ability for Pelemoc. Probably need to be something he can't use every turn...
 
The most comparable action I can think of is attacking with a hidden nationality unit.

While it's always obvious where Creepers come from, it's rarely difficult to trace HN units. It's all about plausible deniability.

Creepers are basically tree saplings, and their spells represent them doing what saplings do. Having Arawn's Dust or Take Root declare war would be the same as having elves declare war every time a forest grows.

It'd be fine if the other civs could attack and destroy those tree saplings freely - after all, why would the Scions mind? That is the balance point for Hidden Nationality - the government disowns them and doesn't retaliate for their loss either.

Being able to attack an economy directly (destruction of improvements) without any danger of retaliation from the AI, or costly retaliation (in terms of WW and diplomacy) for any player is a very powerful option.

Perhaps the creepers should have some form of invisibility, but be "AlwaysHostile" - they're a known menace that nations try to eradicate, but finding them is not always easy...
 
It'd be fine if the other civs could attack and destroy those tree saplings freely - after all, why would the Scions mind? That is the balance point for Hidden Nationality - the government disowns them and doesn't retaliate for their loss either.

The balance is that the saplings die as they cast their spell. There is a limited number of creepers and their effects can be undone in a few turns by workers.

Caveat: I've never gotten such masses of creepers that I could send wave after wave of creepers to devastate the enemy economy. If that is a common problem, the best way to solve it would be limiting maximum number of creepers, say at 30, rather than nerfing them into oblivion.

Giving them a chance to declare war makes them useless. The one advantage they have is that you can use them even when you can't risk a war.

I do like the idea of giving them invisibility and always hostile, though I think it would be hard to balance them. They must be invisible enough to have a chance to infiltrate, but not be so invisible that it's a given. They must also be weak enough that they can't be used as hidden nationality defenders, but still strong enough that there is some risk in attacking them.

I think the best way to balance them is to give their spells some delay, that way players have some time react before they lose their food and the creepers can't destroy a farm right after it's built.

Could even combine the two. When Arawn's Dust is cast, the creeper receives a promotion, let's call it "Wilting", that will decay in a short while (duration or chance per turn). Wilting give some kind of invisibility, holds the creeper and makes it always hostile. When Wilting decays the creeper is killed along with the improvement.
 
Actually that is almost a perfect sounding solution. I'd modify it slightly like this:

Creepers cannot be seen by anyone but the owner, UNTIL they cast their spell to destroy an improvement. Then they become visible and AlwaysHostile immediately, but Arawn's Dust actually works on a delay, so they are immobile and the improvement is unaffected until that delay passes. That gives your opponent some time (let's say 3 turns?) to go kill the creeper and save his improvement.

For the sake of the AI, who may not break from their city defense to take out the Creeper, also have the creeper gain a CityBonus promotion which penalizes diplomacy slightly (range 2). Then if abused heavily in a short period of time you wind up with a relations hit, but if you are destroying improvements outside of working radius of any city the range is too short to impact relations, so picking off remote resources is "safe" while taking out an economic infrascructure can lead to an eventual war declaration.
 
I do like the idea of giving them invisibility and always hostile, though I think it would be hard to balance them. They must be invisible enough to have a chance to infiltrate, but not be so invisible that it's a given. They must also be weak enough that they can't be used as hidden nationality defenders, but still strong enough that there is some risk in attacking them.

Yeah, that could be tricky. ATM (In case anyone doesn't know) they're "Invisible Animal". Given when they show up in the game I think that means they're almost always visible.

What other kinds of invisibility are there that might apply or work?

I think the best way to balance them is to give their spells some delay, that way players have some time react before they lose their food and the creepers can't destroy a farm right after it's built.

Regardless of anything else a delay could indeed be good.

Could even combine the two. When Arawn's Dust is cast, the creeper receives a promotion, let's call it "Wilting", that will decay in a short while (duration or chance per turn). Wilting give some kind of invisibility, holds the creeper and makes it always hostile. When Wilting decays the creeper is killed along with the improvement.

I'm not sure. It might make the whole process just a pointless irritation for all involved. You position your Creepers and hit the "Dust" spell, your opponent comes out and stomps the Creepers. Everybody clicks some and nothing changes...

OTOH... if the delay is short enough maybe the area's garrison can't get them all. I guess that's better than the failure chance they used to have (which I removed 'cuz of the pointless annoyance factor): A sufficiently large garrison can stomp all the Creepers. That adds an element of strategy, avoiding "pointless."

OTyetanotherH, horsemen could cover a rather large area pretty effectively, especially since there will almost certainly be a road to the Creeper's square.

I like the idea of the delay using an expiration %. Probably a fairly high one - it may be really hard to get all the Creepers before an improvement is zapped - even if you're using horses - but with luck even a few defenders could fully protect a city. Sometimes. Adds some variability and/or suspense to the process.

You mention Wilting being associated with some kind of invisibility - something beyond Invisible Animal?

A single unit parked on a Resource could completely guard it from Creepers. I don't think that's very interesting. Maybe, in addition to all the other changes, make the Dust spell range 1, with a low per-square failure chance. (And probably reduce the # of Creepers.) That should even things out between humans and the AI (human would know to place guards if Scions are around) and keep Creepers vs. guards as an active contest.

Alternatively, is there a way to make the invisible Creeper displace a guard when it casts the Dust spell? Keep the spell's req as on a farm, plantation, etc., so it's not going to be used to kick defenders out of forts or cities.

Xien:

Creepers cannot be seen by anyone but the owner, UNTIL they cast their spell to destroy an improvement.

Maybe keep Young Creepers as Invisible Animal, then Mature Creepers (which have the Dust spell) get full invisibility, but revert to Animal when Dust is cast? Or is needing a Recon unit around too higher a bar for the AI?

I like the idea of Creepers initially being somewhat visible but then going "off the scope" until they act. Can't be used as cheap defender anymore, but that wasn't supposed to be their primary use anyway, and as fully invisible they'll make even better scouts.
 
OTyetanotherH, horsemen could cover a rather large area pretty effectively, especially since there will almost certainly be a road to the Creeper's square.

Epic fail here. The correct phrase is "On the one hand.... On the other hand.... On the gripping hand..."

Of course, if you've never read "The Mote in God's Eye" by Jerry Pournelle, it's an understandable mistake. :p

I like the idea, btw. :goodjob:
 
Epic fail here. The correct phrase is "On the one hand.... On the other hand.... On the gripping hand..."

Well, you can't count on people having read the book.

Plus I farm out many of my main forum threads to brownies, who of course use an alternate nomenclature.
 
You know, creepers keep spawning and reach a ******** quantity...Something I can truly appreciate in a 500+ turns game. If you can stack 1700 units of anything in my capital, it's safe to say it's a win by default. The AI won't touch you and human players will quit on you long before you've burned up half that number.

So I guess one viable strategy for the Scions, to answer my own question, is to spam the purple s*&t and watch the grass grow until it reaches an epic point like the front yard belonging to the god of red necks. Then people just abandon you or the AI rolls over and plays dead, the end.

They make pretty awesome marksman bait too, a fair replacement for guardsman since its so plentiful you don't care...
 
They make pretty awesome marksman bait too, a fair replacement for guardsman since its so plentiful you don't care...

I think Marksman (since fairly recently) ignores any targets that aren't alive (in Fall Further).
 
You know, creepers keep spawning and reach a ******** quantity...Something I can truly appreciate in a 500+ turns game. If you can stack 1700

A cap'll be included in the next version.
 
Tell me the cap is relatively small... and easily moddable.
 
Tell me the cap is relatively small... and easily moddable.

It's relatively small and easily moddable.

EDIT: CustomFunctions.py, lines 901 and 903.
 
i go with risen emperor and a near straight beeline towards aristocracy civic picking up mining along the way a lot of extra points near 8 on the counter make korrina the black lady shes a lot more powerful then the red lady then get her subdue animals go find a spider make a spider pen idk i just wrote this for me being bored
 
This thread intrigued me to the Scions, who I initially brushed off because the game is hard enough without having to learn it all over again :lol: Still, I was really struggling to fall in love with a game so far so I thought a total change of pace was in order...

Kind of going off-topic by basically starting it over again by asking for advice, although I'm really focusing on the beginning and letting what else has been said here try and command my attempts later in the game.

Now my question is... how do you start with these guys? :confused: So far I've had a couple of false starts. Already my first problem is starting location. It's almost humourous to me seeing corn, cows, wine and the like and thinking "Damn it, useless!" Ideally the perfect starting plot would be plains/hills/gold, but the best I can usually manage is just plains/hills/forest; maybe plains/incense too. How do you guys pick up a start? My problem with plains/hills/forest is I end up with massive production, very little to do with it. So far all I've done with it is build a horde of Centinis and tried to invade someone else and take their capital, although it's almost always fallen flat (even after paying for their "15%" (aka 5%) combat boost), which is making me think pursuing that route to get a second desirable city (or at least ruins for one of my Awakened to Settle near) isn't advisable.

They strike me as a Civ that would be real fun to play as once I get going but how do you guys start out?

Tech priorities? This thread is giving me mixed views, although as I'm playing as the Risen Emporer I'd guess Sorcery would be first choice. One of my real wonderings is whether to give any priority to the "normal" early techs, Calender, Education and the like.. after all, this Civ doesn't play at all like a normal Civ. So far the only one I've been grabbing is Mining and then straight to Myst & KotE.

Expansion priorities? How many Awakeneds do I pump into my capital before making my 2nd; and do I do that aforementioned (and so far doomed) "take out the opponent's capital" strategy at all?

Finally: Korinna the really hot Protector - Red or Black? Let the arguments rage :lol:
 
I play the Scions pretty simply - beeline to the nearest huge patch of hills (I play Tectonics maps so this is usually around a mountain range) and set my city there. Mining comes first, and if I'm playing Korinna I bee-line for a religion. If I'm playing the Emperor I like to grab archery and then KotE->Sorcery, assuming I have mana nodes near me. If I don't have mana nodes I build up a force of Honored Band (Bronzeworking) and archers and go take some.

In either case, your capital is more vital as the Scions than anyone else. You want a huge one that can work a whole bunch of profitable tiles, firstly in hammers and secondarily in commerce. It's totally worth it to not settle until you've found a great place - those early turns in mined-out-hills will far supercede the few you take to find them.
Honestly, I dodge the improvement techs with the scions now because of the new way FF handles improvements and because with the massive hammer income and the fact that Engineer Corps work really fast out of the door, I have far more workers I can send out to build say, a pasture before I have animal husbandry.
 
The civilopedia says that you lose .25% off awakening spawning per turn on normal speed. Is this straight up subtraction? In other words, if I've boosted the rest of the value to 20% through other means by turn 80, will I have a 0% chance to spawn them? (.25 * 80 = 20, 20-20 = 0)
 
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