efurstie
Chieftain
- Joined
- Mar 23, 2014
- Messages
- 17
A few of the Red Death Civs are fine just the way they are, and you'll find that most players choose them:
A few Civs are just underwhelming, but seem like they should be good enough, perhaps with minor tweaks:
And the Scientists are just poor. One fix that would maintain the concept and make them much more desirable would be for +5 healing even if unit takes action, and/or ability to heal in the Red Death (maybe half-rate or something). Otherwise, they just suck.
Some ideas for new Civs:
- Cultists
- Wanderers
- Pirates
- Preppers
A few Civs are just underwhelming, but seem like they should be good enough, perhaps with minor tweaks:
- Borderlords: Perhaps +1 movement if starting outside safe zone?
- Jocks: Needs something. Maybe +5 against melee class units on top of their original bonus (hand-to-hand advantage or something)
- Mutants: One more movement when starting in Red Death? +5 strength when starting in Red Death? Can heal while in Red Death? Something needs to give them a boost.
And the Scientists are just poor. One fix that would maintain the concept and make them much more desirable would be for +5 healing even if unit takes action, and/or ability to heal in the Red Death (maybe half-rate or something). Otherwise, they just suck.
Some ideas for new Civs:
- Televangelists: Have 1/10 chance of converting a barbarian every time a you fight them with a non-ranged attack.
- Whirlibirds: Start with a single helicopter, only receive helicopters from cities. Helicopters are inherently weak against...well...a lot of things...but if you had enough of them...