Bezeri Awakening

4 cities does not massive trade empire make. The maximum number of trade routes, by end game, if you max them all out is what? 6? With foreign trade, long term peace, massive cities, etc, the most I have ever seen out of one trade route is 6 commerce - that was for a calibam city of size 40. All together, that would be 36 commerce, per city, so with 4 cities a grand total of 144 commerce from trade routes. An enclave gets 1 food and 6 commerce after taxation, 7 with choosing financial. All those trade routes amount to 24 or 20.5 (with and without financial leader) enclaves, and that isn't even counting the kurotaes own trade routes - and they can get just as many as these guys, as well as probably being the biggest competitors city size wise.

The reason why I keep bringing up the kurotaes is that they are the most similar people to what you are trying to make. And most people agree that generally, the kurotaes are rather outclassed by most of the other races - which would you rather have, 4 cities that can crank out a unit a turn, or 12 cities that average 2 turns per unit?

The other big thing that I thought of that you will need to worry about is health. With your only health resources being the various sea ones, and needing to work lots of tiles, you will need lots of buildings that increase the health cap of your cities. Another thing - currently kelp only spreads along coast tiles, it doesn't spread across ocean. If you want them floating in vast kelp fields then you'll need to modify that. Though, to solve the health problem, you could make kelp give +1 health like forests do.

Lastly, unit limits. I know that they are difficult to attack. However, having so few cities, all easily disrupted through a few blockading privateer fleets, will probably gimp them more than enough. Most players would never reach the unit cap anyways. And the ones who do are usually in multiplayer, and that limitation would probably lead to them getting steamrolled. Edit: Mages. 12 adepts is a bit whimpy, but whatever. Even with twincast its not like they're that useful anyways. 8 mages however, is, rather weak. Especially, if you're playing a mage heavy game (amurites, svaltar, khadi, thessa, grigori - anyone with arcane). For most non-mage heavy games, I usually end up with 4-8 mages on a small map - more on larger maps. They are doing things like having fireball to bombard city defenses or sitting in my cities casting hope and whatnot. For mage heavy games though, i usually have 20 or so - and thats on a small map before I even have arcane lore. Big maps I may have 50+, especially if I'm playing multiplayer. 8 twincasting mages really doesn't compete at all. Lastly, I would like to point out the grigori. 8 adventurers isn't that tough to get before strength of will. If I was to play a mage grigori game, that would be 8 mages all with combat 5, twincast, my promotion line of choice (generally, death and fire), and possibly heroic defense 1-2 (maybe heroic attack 1-2 for the oldest). Then with strength of will I get 4 archmages and 4 liches. Then summoning 16 fire elementals or whatever and not much usually survives. To top it all, they can they upgrade any melee, archery, or recon unit to a lunnotar (again, available at strength of will), and lunnotar have channeling 1-3 - add another 4 fire elementals to that list, with combat 5 lunnotars to defend the stack - and they don't even have to be heroic.

Hope my thoughts are useful.

-Colin
 
Another thing - currently kelp only spreads along coast tiles, it doesn't spread across ocean. If you want them floating in vast kelp fields then you'll need to modify that. Though, to solve the health problem, you could make kelp give +1 health like forests do.

kelp is in the game already?
 
Maybe Kelp is being copied from some modmod?
I'd suggest implementing it exactly as alpha centaurii does.

It should be a feature which gives +1 food in the tile, and possibly some defence penalty for ships due to poor manouevrability. also, it should be possible to build improvements in it without removing it, assuming there will be some kinds of sea improvements

The sight of a kelp field spreading across an ocean is pretty wondrous to behold.
 
Honestly, I don't think most kinds of kelp would survive so well in the deep waters of the ocean. Maybe things are different in a world where plants don't use sunlight though.


Why is it that features won't get placed in large open expenses of ocean? I added a Doldrums feature for the ocean a while back, but it was kind of useless since it never actually got placed.

(The Doldrums were mostly an attempt to make Fair Winds more useful. This invisible (well, really small) feature had a +7 movement cost, but the Fair Winds promotion gave Double Movement in this feature so this barrier didn't matter if you has air magic to power your sails.)
 
How would fireballs fare against them? Cause I could see an Amurite player building a gigantic navy of Arcane Barges and just fireball spamming you do death, or just outright destroying you with them.
 
kelp is currently implemented in orbis, and I believe rise of darkness. At the moment, it adds 1 food and costs 2 movement. In orbis, you can have a coast square with kelp and fish (or any other aquatic resource), and a fishing boat and you can get 9 food from it - 10 if lanuan. On the other hand, orbis population costs 3 food. Kelp also spreads like forests do on land - aka, slowly, and never where you want it to. It also only spreads and can exist on coast tiles, it cannot exist on ocean.

-Colin
 
Kelp also spreads like forests do on land - aka, slowly, and never where you want it to.

:mischief:


Seems like a special water spell to plant kelp would be good.

I'd really like to see it out in the ocean though not just the coast, logic be damned. We don't need another coast civ, I'd really like to see a true deep-ocean civ.
 
kelp is currently implemented in orbis, and I believe rise of darkness. At the moment, it adds 1 food and costs 2 movement. In orbis, you can have a coast square with kelp and fish (or any other aquatic resource), and a fishing boat and you can get 9 food from it - 10 if lanuan. On the other hand, orbis population costs 3 food. Kelp also spreads like forests do on land - aka, slowly, and never where you want it to. It also only spreads and can exist on coast tiles, it cannot exist on ocean.

-Colin

Hmmm, I could use some Kelp in Rise of Darkness.
 
4 cities does not massive trade empire make. The maximum number of trade routes, by end game, if you max them all out is what? 6? With foreign trade, long term peace, massive cities, etc, the most I have ever seen out of one trade route is 6 commerce - that was for a calibam city of size 40. All together, that would be 36 commerce, per city, so with 4 cities a grand total of 144 commerce from trade routes. An enclave gets 1 food and 6 commerce after taxation, 7 with choosing financial. All those trade routes amount to 24 or 20.5 (with and without financial leader) enclaves, and that isn't even counting the kurotaes own trade routes - and they can get just as many as these guys, as well as probably being the biggest competitors city size wise.

You neglect the fact that they will all be trading to other 'continents', making quite a bit of money from the start as a result... In addition to them getting commerce on EVERY tile near them, having two of six sea resources (Shrimp and Pearl) providing large commerce boosts, and a town-analog... They'll be fine commerce wise.

The reason why I keep bringing up the kurotaes is that they are the most similar people to what you are trying to make. And most people agree that generally, the kurotaes are rather outclassed by most of the other races - which would you rather have, 4 cities that can crank out a unit a turn, or 12 cities that average 2 turns per unit?

The way I play, I'd rather have the four cities. :lol: More easily defendable for a builder civ, especially once I start purchasing all the master promotions.

The other big thing that I thought of that you will need to worry about is health. With your only health resources being the various sea ones, and needing to work lots of tiles, you will need lots of buildings that increase the health cap of your cities. Another thing - currently kelp only spreads along coast tiles, it doesn't spread across ocean. If you want them floating in vast kelp fields then you'll need to modify that. Though, to solve the health problem, you could make kelp give +1 health like forests do.

Kelp will provide health to nearby cities, and will be placed in the ocean. They'll have to worry about health the same way the Elves do. :lol:

Lastly, unit limits. I know that they are difficult to attack. However, having so few cities, all easily disrupted through a few blockading privateer fleets, will probably gimp them more than enough. Most players would never reach the unit cap anyways. And the ones who do are usually in multiplayer, and that limitation would probably lead to them getting steamrolled. Edit: Mages. 12 adepts is a bit whimpy, but whatever. Even with twincast its not like they're that useful anyways. 8 mages however, is, rather weak. Especially, if you're playing a mage heavy game (amurites, svaltar, khadi, thessa, grigori - anyone with arcane). For most non-mage heavy games, I usually end up with 4-8 mages on a small map - more on larger maps. They are doing things like having fireball to bombard city defenses or sitting in my cities casting hope and whatnot. For mage heavy games though, i usually have 20 or so - and thats on a small map before I even have arcane lore. Big maps I may have 50+, especially if I'm playing multiplayer. 8 twincasting mages really doesn't compete at all. Lastly, I would like to point out the grigori. 8 adventurers isn't that tough to get before strength of will. If I was to play a mage grigori game, that would be 8 mages all with combat 5, twincast, my promotion line of choice (generally, death and fire), and possibly heroic defense 1-2 (maybe heroic attack 1-2 for the oldest). Then with strength of will I get 4 archmages and 4 liches. Then summoning 16 fire elementals or whatever and not much usually survives. To top it all, they can they upgrade any melee, archery, or recon unit to a lunnotar (again, available at strength of will), and lunnotar have channeling 1-3 - add another 4 fire elementals to that list, with combat 5 lunnotars to defend the stack - and they don't even have to be heroic.

Seeing as FF changed Twincast to be available to all lvl 10 arcane units, I'll probably increase the cap by quite a bit. They'll have other bonuses to casting, and are supposed to be rare, so a cap is still appropriate... maybe 24/12/4?

Hope my thoughts are useful.

-Colin

They are, giving me things to think about. :goodjob:

kelp is in the game already?

It is in Orbis, which is where he's getting the stats.

Maybe Kelp is being copied from some modmod?
I'd suggest implementing it exactly as alpha centaurii does.

It should be a feature which gives +1 food in the tile, and possibly some defence penalty for ships due to poor manouevrability. also, it should be possible to build improvements in it without removing it, assuming there will be some kinds of sea improvements

The sight of a kelp field spreading across an ocean is pretty wondrous to behold.

That's basically what I have planned. Small food boost, and a movement/defense penalty for ships.

Honestly, I don't think most kinds of kelp would survive so well in the deep waters of the ocean. Maybe things are different in a world where plants don't use sunlight though.


Why is it that features won't get placed in large open expenses of ocean? I added a Doldrums feature for the ocean a while back, but it was kind of useless since it never actually got placed.

(The Doldrums were mostly an attempt to make Fair Winds more useful. This invisible (well, really small) feature had a +7 movement cost, but the Fair Winds promotion gave Double Movement in this feature so this barrier didn't matter if you has air magic to power your sails.)

Yeah, I'm fine with kelp in the ocean. :lol: Can always claim that it's root system is composed of air nodules, letting it float near the surface.

As for features, did you edit the mapscript? As far as I know, any non-Firaxis script will have to be edited to get new features to show up.

How would fireballs fare against them? Cause I could see an Amurite player building a gigantic navy of Arcane Barges and just fireball spamming you do death, or just outright destroying you with them.

Fire will probably work quite well... I think a 10% weakness will work.

kelp is currently implemented in orbis, and I believe rise of darkness. At the moment, it adds 1 food and costs 2 movement. In orbis, you can have a coast square with kelp and fish (or any other aquatic resource), and a fishing boat and you can get 9 food from it - 10 if lanuan. On the other hand, orbis population costs 3 food. Kelp also spreads like forests do on land - aka, slowly, and never where you want it to. It also only spreads and can exist on coast tiles, it cannot exist on ocean.

-Colin

That is actually something I'm worried about... Will need to play with food bonuses there.
 
Prehaps Erebisian(sp?) kelp is rootless and floats on the surface...

Edit: I was beat to it...
 
Going back to the proposed new spell lines, nature in particular, I had a thought:

Nature 3: Toad Sage - Converts archmage to 'Toad Sage' similar to lich conversion.

What I'm thinking is a powerful, arcane, defensive unit with held. This boosts the level 3 arcane limit to 12 it's true, but if you make lich's only available to evil civs and sages only to neutral or good, you could avoid this. The held alows you to have some powerful defensive casters throwing magic at things like arcane barges, or blocading ships, without allowing the civ the benefit of lots of attack archmages.

When a toad reaches the highest level of one-ness with nature, he can choose to bond to a location in such a way that it boosts his magical power at the cost of never being able to leave again.
 
Ya know... perma-rooting the mage would be an interesting option, and it wouldn't be too bad to leave it without any limit at all on how many of them you can have at a time. I mean, you can't move the blighting thing, so it isn't like you'll swarm people with them... (well, unless there is a permanent Level 3 summon with decent strength, then you are still a threat at long range...)
 
Yeah, they aren't getting a perma-summon like that. :lol: I AM thinking about giving them a second twincast... Actually might end up a THIRD if I make their inherent twincast separate from the normal one you can now gain at level 10. Believe you said they stack?

Anyway, leaving them unlimited might be a good idea... If I stick to the Warhammer theme here they'd be mummies, anyway, so there might actually be more of them than the living ones. :lol: Would be an endgame thing, where they need the most help defending their cities, so it would probably work out pretty well.

Edit: Updated the first two posts with some of the spell/building/hero ideas people have posted. :goodjob:
 
Unique Forge, Smokehouse, all other fire-based buildings.

Lighthouse UB - Scream of the Deep
(sound based lighthouse makes more sense on the ocean floor. Previously mentioned commerce bonus.)

Smokehouse UB - Preservative excretions gland
(flavor change only)

Harbor UB - Hatchery
(+:food:)

Shipyard UB - Monstrous Growth Chamber
(flavor change only)

I'm assuming the ship realted buildings need to be changed simply because a harbor on the ocean floor seems silly.
 
Hrm, I did forget about parking one in each city. Especially if you teach them all of the City Boosting spells, that might be too much to allow. Maybe a CityBonus ability which makes it unattractive to park them IN a city (but perfectly fine to park them in the 8 tiles AROUND the city if you have so many...) Something like a defense and food penalty?


And yes, Twincast type abilities stack to as many as you want, but I am too lazy so far to make it possible to gain more than 1 extra casting per promotion so far :p
 
As for features, did you edit the mapscript? As far as I know, any non-Firaxis script will have to be edited to get new features to show up.

No I didn't edit it. I mostly use Hemispheres, and the new features showed up on the coast but not in the ocean. I think that the game is coded to not put anything in water tiles too far from land for cities to be built, similar to how it doesn't give those tiles yields.
 
I know that they are difficult to attack. However, having so few cities, all easily disrupted through a few blockading privateer fleets, will probably gimp them more than enough.

Considering that these guys have submerged cities, should a blockade even affect them? Perhaps you could make the blockade skill only usable on coasts? That actually makes more sense to me anyway as it's incredibly difficult to just sail out into the ocean and stop everybody from fishing or sailing past.
 
If they mostly operate in Oceans, they'll need resources to ensure that their empire is capable of producing Food / Hammers / Gold. Aside from setting Ocean yields to say 2 Food for the Bezeri, you'll need resources and improvements to increase their yields.

Suggested resources:

Kelp
Fish
Whales
Clams
Krill
Coral (+1 Hammer, damage enemy ships like Razorweed)
Seahorses
Pearls
 
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