Lunargent said:So....you build the special building in your capital, and any temples you build in your cities give it them the same traits? At least I think that's what you are saying.
This would be crippling to the economy. Take a look at a typical late game city,and how much of of its economy comes from trade routes.
Would this be only forests in your borders, or all forests. All forests seems kinda weird.loki1232 said:Vale:
Enemies can only move one space per turn in forests
Again all forests seems kinda weird, although all forests when you are attacking makes sense.No gold from forests
+1 food from forests
No trade with non-fellowship civs
-1 trade route
Enemies get 0 defense in forests
talchas said:Would this be only forests in your borders, or all forests. All forests seems kinda weird.
Again all forests seems kinda weird, although all forests when you are attacking makes sense.
loki1232 said:Okay, nice ones. I think that bottomless quarry should give double chance of finding resources with mines.
Lunargent said:I like all of those, Loki. I was having trouble comming up with anything else for the Quarry. I'd leave the Iron Citadel's bonus iron related instead of gold, I see these dwarves as being more serious, less about pretty things like gold and more into practical things like iron. Not that they don't like gold, but they worship cold hard steel more.
wilboman said:Just a silly suggestion, it may have been made before:
Should captured animal pens either produce new animals at regular intervals or allow you to produce them at a ridiculous cost, as if they were breeding in captivity?
Perhaps if you made it so that you could sacrifice two animals of the same type in a town, the pen would let you breed animals?