Ashes of Erebus (RifE's Follow-up) Download and Bug Reports

it's the founding culture that counts at the moment for conqueror/tolerant. So the city with Mercurian gate will never be a mercurian city when conquered. you need to make them found a new one

That makes sense. Probably easiest to program.

Also conceptually I kind of like the idea of a long-suppressed culture re-emerging after a tolerant (or "conqueror") leader takes the city from those who conquered it. So probably best to keep it as is.
 
Any proposals for what it could be? I do agree the current implementation is... wanting.

We had a bit of a discussion about this a long time ago, starting here: https://forums.civfanatics.com/threads/ideas-requests-and-feedback.373631/post-11061620

@Krieger66 suggested a new world spell: "The Forsaken Path: For 5 turns infernal units that die in combat create a hellish flames in the square they died, that spawns units for the infernal civ.(The AI would be weighted to use this during a war, or when they have a stack of units in enemy territory). Enemy units killed add mana to your stockpile equal to (.5 * level), or some other value depending on how mana is handled."

Then @Valkrionn suggested the following: "I would instead say that all existing units receive a promotion which causes them to spawn this fire when they die, and then limit how long the fire itself lasts, rather than limit how long they can be created."

I know I'm quoting a discussion from 14(!) years ago, but I'm afraid my own suggestions for a new Infernal World Spell weren't too creative.

If the current world spell stays, maybe it should function as some kind of a balancing mechanism, targeting the civ with the highest score. Although losing 3 or 4 or 5 cities would suck, even if you're the most powerful civ in the world. Yes, you can quickly take back the cities in question, but you'll have to rebuild several buildings. And if you've lost a city with one or more National Wonders it's even worse.
 
Getting a repeatable CtD when I hit "Enter."

SVN Revision 379.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 

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Getting another repeatable CtD at the end of the turn.

SVN Revision 379.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 

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