loki1232
Loki
I noticed that the temple upgrades require seven normal temples. I really dislike this idea because it means i need 7 cities. I rarely expand beyond 5. Why don't you just have it require a temple in the capital?
loki1232 said:I noticed that the temple upgrades require seven normal temples. I really dislike this idea because it means i need 7 cities. I rarely expand beyond 5. Why don't you just have it require a temple in the capital?
Kael said:It is supposed to be 5. The reason it requires some is because I think a culture should show some investment in the religion before getting access to the advanced temples.
Is 5 good, do you think 4 or 3 would be better? What does everyone else think?
Kael said:It is supposed to be 5. The reason it requires some is because I think a culture should show some investment in the religion before getting access to the advanced temples.
Is 5 good, do you think 4 or 3 would be better? What does everyone else think?
Chalid said:i just thought about my idea of a ever present Vampire in calabim civs cities.
How about giving the free Vampire Aristocrat specialist to the calabims version of the Elder council. This seems the best replacement, as there are no elders ruling but the vampires.
I'd give the Aristocrat +1 Culture or +1 Science.
loki1232 said:Just noticing the Governors mansion now seems a little overpowered.What if it also gave -1 happy?
Chalid said:Does the breeding pit only give +2 food or does it add to the growth rate too (like a granary) with maybe +15% or +20%. That would fit i feel.
Chalid said:Yeap the granary speeds up the growth speed (effectly needing less food to grow as some is kept, so in reality you speed up growth eg 7 turns in stead of 10 as you start with 30%) and the breeding pit does this, too, but on another level, by providing food. Furtehrmore it allows the city to grow one point farther due to the two free food.
I would propose to tone down smokehouse and granary a bit down (both maybe 20%, but not so that they are not worth building).
For the breeding pit i really like the combination of the two effects (+food, speeds up growth at low pop, -1 health reduces the effect on high pop)
I would therefor like +15% growth that it is usefull in big cities two.
How about changing it to: +2 food, +2 sick people, +15% growth.
Thus it would speed up growth double in healthy cities but have no food effect in unhealthy ones. But it would still boost growth at big populations.
One other question that comes to my mind is: What is the idea behing reducing the GP rate so dratically? (Pacifism and Philosophical towned down, GP cost increased) I'm not a GPP player myself, but i fear that basing ones realm at least partially on Specialists and GP is no longer a strategic valid choice in FfH.
Chalid said:+%Library- Needs renamed <- Scriptorium ?
Kael said:Definitly needs a new name, you are right. I dont know if scriptorium is right, what do you call a place where you train people to use magic?