Cuteunit
Danse Macabre
- Joined
- Sep 5, 2007
- Messages
- 618
- Barbarian Undead far far more common, to the point of being seen more than goblins and orcs. Hordes. I've never once promoted a unit to undead slaying. Not ever once. Never had to.
- "Ruined city" features similar to Barrows that have a lot more than 1 skeleton guarding them, which when conquered would function like the rewards of the Quest event for the conquering unit. There should be a lot of ruined cities from the age of magic hanging around now that they're not under ice. Some nice adventure/mines of moria play there.
- More types of undead abound. Use the Drown model with a purple texture for some generalized zombies. A lot of people must have died in the wilderness when mulcarn was honcho.
- Barbarian werewolves please.
- Improved resources randomly but frequently going fallow for a few turns or having bad events occur on them. Farms produce -1 or -2 food for x turns at random until Sanitation and Medicine are researched, mines that randomly come up "Your miners have encountered the crypt of a terrible creature deep beneath the surface, forcing them to flee for their lives!" and a monster of some type would pop up and stay on that improvement, preventing that tile from being worked until the monster was killed ( and that part requires no coding, either). Could happen to farms too, with Haunting events. Stuff like that. Some action inside the borders.
- Army maintenance costs slashed in half. You need a lot more troops if just controlling your own land is hard enough as it is.
- No civs begin with Warriors. Rather, one Recon unit, one Settler, and one Worker. You're instantly safe for the next 50+ turns when you found your first city in most maps even with raging barbarians on. Ought not to be so. The Worker synergizes with changes I detail below.
- Non-agressive units like Archers and Recon should be significantly faster and cheaper to build. Why's a scout cost the same as a warrior an archer cost the same as an axeman? It makes no sense.
- All early buildings (up to theatre, library, forge) made considerably less hammer expensive. Same reason, you have to spend more time building troopers to get and keep control of things.
- Cottages available at ancient chants OR not requiring a technology at all. Honestly the best way I see to equalize the starting locations. However..
- Cottages are built by Settlers not Workers. Since Cottages are spiritually the Suburbs of your urban center, I'd rather see Settlers build them, making them dual-purposed as a work unit or a city maker. Settlers would not be consumed by making cottages.
- Workers able to build Hamlets (upgraded cottage) once a middle game technology is researched. Construction techiques have improved, and people no longer have to build their own shanties with available materials any more. So workers can build +2 coin hamlets at this point. I say put this at Construction.
- Workers build improvements much slower at the start of the game but build faster as technologies are improved.
- Workers able to clear Forest right at game start. Stone-tooled societies could still bring down trees. Usually they just lashed it and got a few dozen guys to pull the tree down with muscle. Bronze Working ( or preferably Crafting) could speed forest clearing. Again, this helps equalize starting locations faster.
- The City States tech shouldnt be available until a latter game technology.
- Raider trait needs to lose the free Commando promotion.
- Commando should be available as a standard promotion earlier in a unit's promotion cycle/tech tree.
- More Mines of Gal-Dur type resource granting wonders need to be available, particularly for reagents and mithril.
- Walls, Public Baths, and other clearly "State" structures should increase city maintenance slightly. You need more taxes to maintain all that stuff! This also helps balance out the sooner-to-be cottages.
- More Orthus/Acheron type things. You are mildly concerned about barbarians only as long as Orthus lives, then they're just free EXP. Why isnt baron duin halfmorn a latter barb unit for instance?
- Edit added Jan23 : early Scout and Archer units shouldnt be able to attack cities, with exception of Elvish units and Assassin+ recons. Gives meaning to the more expensive melee troops beyond their universally better versatility. Maybe scouts could attack cities if a certain promotion is expended on them ( combat 2 or something).
- Edit added Jan 28; Adding to the list of wants: Remove the free Great Sage from Writing. Burning straight to Writing gives a HUGE early research boost to the civ that does it thanks to the free +50% research from the academy, and if they get another GS they can just settle him... at that stage you are likely to have like 25 research per turn, so the result is jumping to over 40 per turn, far higher than everyone else. I've never failed to dominate a game when I've done this.
- Edit added January 30: It would be great if Earth sorcery ( at 2 or 3, either way) had a version of Vitalize that when used on flatland would create a hill, and if used on a hill would create a Peak. Likewise it would be great if Water had a spell to create Land tiles out of Coast.
Ultimate desired result? Less emphasis on Rexpansion, more interesting scarier world without turning the game into a boring next next next fest.
I'll add more to this via marked edits as thunderclouds tussle the jasmine in my mind.