Design: Civilizations

Are you also asleep ?;)
 
Hian the Frog said:
Woodelf, Kael, all guys from the Team,

As i told you few days ago, my favourite civ is the Amurites. There is only a very short text about them. Who are they ? I really like the "Archer-Mage". I know that you've got many things to do but can you tell us more about them?
What is(are) their(s) goal(s) ? Theirs strenghts and weaknesses ? What god they are preying ?

About Lizardmen, i fell disappointed. UU are very beautiful to watch.

My last question is more "technical". How many barb civ could support the game ? Only one (the "black" civ we usually see) or as many as we want ?

Now, PLAYING !!! They are (finally) asleep....;)

The Frog.

Tebryn and Os-Gabella both have pedia entries which will explain a bit of it. The Sheaim are the only civilization new to the Age of Rebirth. Their goal is to destroy the world. When we go into "Fire" and begin to implement the Armageddon counter the Sheaim will be the ones pushing the button (when they are AI controlled). Currently they are strong defensivly and biased toward building lots of wonders.

In the D&D game Tebryn is the only Civ leader to have been a real player character. The players played Varn, Auric and a few others during side adventures that fleshed out the backstory but Tebryn was the only genuine created by a player, played for a long time character.

It happened pretty much like his pedia entry says. He was known as Ran and another player was assgined to protect him. The other player left him unguarded and Ran got killed by an assassin. A few rl years later when we were playing another campaign the main adversary was Tebryn and the players discovered that it was the risen form of Ran, come to destroy the world to escape his own punishment.

I could probably have more than one barbarian civ. I thought about doing it so that animals and barbarians would be seperate entities, but that would steal another of our civ slots. Maybe if Firaxis removes the 18 civ limit we will look at doing that.
 
Kael, the Team,

Understood.
It's a pity that you can't add another barb civ at that time. When you play a civ with barb trait (Doviello, orc) you can't hunt lions, wolves and other beasts. As i heavily use them to improve my happiness, i don't like playing this civ. Using a slot for an other barb civ would be a waste, you are right.
Furthemore, with a new barb civ, Lizardmen could (i hope) have a goal in your mod. I know, i know, i'm boring with my Lizardmen but i like them !;)

Amurites. There is only 2 UU for them: their Wizard and their "archer-mage". Both are beautiful and fun to play. In their story, you speak about them as "those who have some warriors using spells,.." You should improve this by adding some new UU of "warrior-mage". e.g: an archer with only channeling I and +25% city defense (instead of +50%), a crossbowman with 1 first strike, +25% against melee unit (instead of +50%) and the same spells as the firebow.

Last thing, i tried the Hippus. Powerful and awesome at the beginning of the game. The 4 mvt points of theirs Raiders is ....awesome. It become VERY awesome with Commando promotion. Meanwhile, i fell disppointed when i see that mounted unit can't benefit of "Enchanted Blade". Only Melee units. Why not mounted units? They are in fact melee units on horses.;)

The Frog
 
Hian the Frog said:
Kael, the Team,

Understood.
It's a pity that you can't add another barb civ at that time. When you play a civ with barb trait (Doviello, orc) you can't hunt lions, wolves and other beasts. As i heavily use them to improve my happiness, i don't like playing this civ. Using a slot for an other barb civ would be a waste, you are right.
Furthemore, with a new barb civ, Lizardmen could (i hope) have a goal in your mod. I know, i know, i'm boring with my Lizardmen but i like them !;)

I agree, thats the reason I want to break animals and barbarians too. Hoepfully we will be able to do it down the road.

Amurites. There is only 2 UU for them: their Wizard and their "archer-mage". Both are beautiful and fun to play. In their story, you speak about them as "those who have some warriors using spells,.." You should improve this by adding some new UU of "warrior-mage". e.g: an archer with only channeling I and +25% city defense (instead of +50%), a crossbowman with 1 first strike, +25% against melee unit (instead of +50%) and the same spells as the firebow.

We could definitly have a lot more fun with the Amurites, but for now we are focused on civs that need more help than they do. And dont forget that the Amurites also have unique buildings that are very handy.

Last thing, i tried the Hippus. Powerful and awesome at the beginning of the game. The 4 mvt points of theirs Raiders is ....awesome. It become VERY awesome with Commando promotion. Meanwhile, i fell disppointed when i see that mounted unit can't benefit of "Enchanted Blade". Only Melee units. Why not mounted units? They are in fact melee units on horses.;)

The Frog

Its a balance thing. We try to make the flavor match the function, but we dont design based on flavor. Mounted units dont have access to the same combat upgrades as slower units, thats a part of their balance. The price they pay for their high movement.
 
Kael,

In your last post, you speak about Civ(s) that need more help. Who are they ?
I can look for something if you want...

The Frog.
 
Chalid said:
We are currently redesigning the Lurchip and started with the Kuriotates. Look at the poll to see which civ needs help.. ;)

Hi Chalid,

Sorry, still have problem with some english word/idea. :blush:
The pool ? What's that ? Where ?

So sorry...:blush: :blush:

The Frog.
 
No comment please !!!

So, where is that POLL ?

The Frog.
 
Kael, Chalid,


Ok, i read the POLL. I will test the Lurchuips now.

The Frog.
 
Chalid said:
Wait until sunday with the Lurchip. We have not added the changes yet. :)
Maybe you can take a look as some of the other races that got only 2 or 3 votes.

Chalid,

Ok. No prob.
I have just made nearly a hundred turns. The two first problems i encounter were:
a) the cost of the Mud Golem. 125 shields is probably too important. You waste many turns building one when at that time others civs expand. If i well remember, i read few days ago that somebody wrote you about that.
b) Health problem. As i play on Prince level, health problem comes quickly. Without agriculture, you loose one food so you lost time building your first settler.

Of course, you can reply that my first research must be Agriculture, but when you hold concurrently a) and b), it's difficult. You wait (a long time) for your mud golem to improve a crop field to resolve your health problem and simultaneously you loose time because of it....
I suppose you already know that.....:)

I will wait for sunday.

Chalid, it's about Football.
I read in a newpaper that only the Olympiastadion will be used in Munich. Right? If it's true, i'm surprised. Allianz Arena is a new and very modern stadium. :confused:

The Frog.
 
Im not a fan myself but be assured the games in munich are all sheduled forthe allianz arena. They did a lot of building over the last months, expanding the undergrund stations and so on to allow all guests to get there.

Just for your interest here is a link to the AA webcam. Actually from the interior it looks like every "Fussballstadium".
http://www.allianz-arena.de/de/aktuell/webcam/
 
I dont know that the mud golem needs help really. But, my play style revolves around using local forest and natural resources to get going and build the golom a bit later. Its definately not the first thing I am building. Although even if it was close to the beginning of any build order the fact that I can continue to grow the city sure seemed to make up for it. Just my 2 cents.
 
Kael, Chalid, and the Team (of course) ;)

I'm trying the Doviello Civ to understand why she so low in the poll. At that time, i don't really understand. You should ask on the main forum....

My own small feeling at that time:

a) probably the lack of library wich could create a research problem. Meanwhile it depends on the titles of the map and how you improve them. So...not a true problem.

b) Your mod is a fantasy one with spells and magic. Doviello are like barb, with no real magic power/unit. Their strenght is hand to hand fight. It could be that...

c) The main Doviello bonus is a defensive one ( +50% def on tundra). There is no many appeal in def bonus for a barb like civ. An attack should probably be more adapted, especially for players.
Furthemore, this bonus is only on tundra titles(why not on ice? OMI it's not logical). When you are playing on random maps there is a low chance that you begin in your favourite type of climate. In that case, this bonus is useless.... e.g: in my last test, i began near the equator...

d) On the other hand, building new axemen or improving your beastmen without a barrack is a bonus. Not a strong one, after nearly 100 turns a barrack could built in only 8 to 15 turns.

At that time, that's all i can say. No real help as you can read. Sorry.:(

Just a suggestion, why don't you call the Doviello War Elephant, War Mammoth ? It would better show from what environment they came.


Now, a question:

I had a bonus +10 Great People and i only built the Great Library and Form of the Titan (+2 each) and no other bonus buildings. Why +10 ? I don't understand.


The Frog.
 
The Great Library gives you 2 free sages of 3GP/each.

I love the Doveillo personally, but voted for Calabim instead. Being Barbarian is fun, especially early game. :)
 
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