Civ Specific Pagan Temples

Gate to the Underworld

- Sidar temple

Sidar do not die naturally, however, many shades get weary of enternity and wish to leave Erebus after all. They say suicide is always an option for a shade, which would be done at the gate, not literally a gate, but a small shrine, I imagine the suicide of a shade to be a kind of ritual and Arawn would be slightly pleased that some shades are returning to the underworld.

Effects:
+ 1 :) from incense
+ 10% GPP/turn
 
Fantastic idea :) I always disliked the fact there was this rich religious backstory which wasn't fully borne out in game, it seemed a waste. I tried thinking up some smaller mechanic like cults for the other religions, but it always seemed too messy.

I'd prefer it if this were kept simple, with just unique pagan temples and unique prophets (maybe unique "wonder" able to be built by a great prophet also). This way it adds flavour to the game without miring it down in added complexity - as a new player trust me when I say that the game is complex enough!

The Illians could do with a more substantial boost here to make up for their otherwise agnostic tendencies...I know they're not complete but this would be the perfect place to start.

How about keeping temples as doing two things, but switching the +1 :) with incense and +10% culture for other things?

e.g.
Khazad +1 :) (with gems), +10% city defense
Bannor +1 :) (with incense), -10% ww (or maintenance)
Balseraphs +1 :) (with silks), +10% culture
Kuriotates +1 :) (for each of three things they don't have buildings for - these guys need a boost)
Lanun +1 :) (with pearls), +10% naval unit production
I agree as long as the unique wonder is a national wonder. I don't like having too many things needing the use of a great prophet. Shouldn't be too hard to do (I think the ViSA mod had national wonders that were unique for some civs as well).
 
Did you getting modding lessons from the team?

Al
 
Well I am also in support of a nerf to Wane, myself.

specialists eating only 1 food over 2 makes sense, though. Check Sandalphon's pedia.
 
Specialists eating 1 food definately does NOT make sense. A single population member represents a certain number of people who consume a certain amount of food. These people work the land, or have different educational experiences (such as a priests and engineers). Specialists represent a group of people the same size as those working the land, only they are "specialists". They dont have the ability to survive on less food than a "non-specialist" group of people.

Also I think that making specialists only require 1 food would make the game far too easy. Starvation would not be an issue anymore as you could respond to lack of food by racking up the specialists, and at the same time have a greater chance of getting a great leader. It would ruin the gameplay (not to mention the effects of famine etc).

Al
 
It makes sense for the Sidar. Read Sandalphon's pedia.

Part of why I suggest it, is that STW is blatantly good for Sidar which goes mechanically against their theme.
 
The pedia doesn't apply here. A Shade is a GREAT specialist (bottom of the screen, eats no food, normally only from settling a Great Person). For the Sidar, an assigned specialist (eats food) is the same as any other civ, just better at the job, hence eating less doesn't particular apply for them.
 
Your logic has won me over.

What about a 'Waning Circle" for the sidar to replace pagan temple then?

Wane ability only works on a unit in a city with this structure
 
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