Design: Civilizations

what of kobolds? are they part of the clan? or are they seperate? if theya re part of the clana re you going to make something to showcase them like a kolbold ranger?
 
ChaoticWanderer said:
what of kobolds? are they part of the clan? or are they seperate? if theya re part of the clana re you going to make something to showcase them like a kolbold ranger?

Yeah, the clan is a big mix of humanoids. But at this point we dont have any plans to include any of the other races that existed (hobgoblins, kobolds, bugbear, trolls, etc).
 
Why is Lanun's Seafaring a tech instead of a trait? I never realized Lanun's sea bonuses until I actually looked up what Seafaring is. I couldn't find it on the tech tree map as well (it probably is there tho). I ask this, because it's inconsistent with what you've done with the Kuriotates. The Sprawling trait is unique to Kuriotates yet it isn't a tech.

On another note, shouldn't Lanun start with the Fishing tech?
 
Maian said:
Why is Lanun's Seafaring a tech instead of a trait? I never realized Lanun's sea bonuses until I actually looked up what Seafaring is. I couldn't find it on the tech tree map as well (it probably is there tho). I ask this, because it's inconsistent with what you've done with the Kuriotates. The Sprawling trait is unique to Kuriotates yet it isn't a tech.

On another note, shouldn't Lanun start with the Fishing tech?

Its a tech because everything it grants is handed out with a tech, traits dont allow access to resources, effect the food yield of water tiles or decrease the food yield of farms. So after I applied all of the things I wanted the trait to do I realized that the trait didn't do anything anymore, so I removed it.
 
I forgot about that one... I think I even added Exploration as a Lanun starting tech in my little map. It just seemed a bit unfair to have Seafaring, which really struck me as the race's flavor abilities, as their only starting tech.
 
I was playing as the cabalim, back in FfH 1 and I noticed something. The people were unhappy with me...so I reread the descrition of how people are treated in the cabal...and wondered who exactly was complaining and resisting. If the people are treated as animals, in cages, they should not be able to rebel, unless there is a middle class between the Vamps and the human slaves. What does the population of a cabalim city represent?
Also, shouldn't Cabalim have taskmasters, haven't played them latly but if they don't, they should. Taskmasters could also provide...a reduction of happy faces; if you know what I mean.
 
Just consider the unhappy faces in terms of flavour not in terms of mechanism or the other way round.. :confused:

Unhappy peaople simple reprensent people that do not work as orderes. If yourcities get to big there are more people that do their work bad as your taskmasters can not supervise all of them...

So its not unhappiness (everyone is unhappy in calabim cities) but bad efficiency.
Btw played as calabim lately, too, and had empire of big unhappy unhealthy people, but my vampiric Lichs,Archmages and Summoners took care of that...
 
I was wondering, do you receive the seafaring technology if you have a permanent alliance with the Lanun?
 
Deathling said:
I was wondering, do you receive the seafaring technology if you have a permanent alliance with the Lanun?

Yes, all techs are shared.
 
I have a suggestion, in regard to the Lanun.

What if you make it so that coastal Lanun cities don't receive maintenance costs from distance to the palace? This seems to me like it would be in line with the flavor of the civ, and would encourage a well-spread empire linked through coastal/oceanic trade.
 
El_Raisuli said:
I have a suggestion, in regard to the Lanun.

What if you make it so that coastal Lanun cities don't receive maintenance costs from distance to the palace? This seems to me like it would be in line with the flavor of the civ, and would encourage a well-spread empire linked through coastal/oceanic trade.
I think that might be too much, since Lanun already have strong incentive to have all cities be coastal if possible, but a minus 20 or 30% might work.
 
Nikis-Knight said:
I think that might be too much, since Lanun already have strong incentive to have all cities be coastal if possible, but a minus 20 or 30% might work.


You might be right. I admit I didn't really think too much about how this would impact the overall balance of the civs, it just sort of occurred to me as an idea to enhance the Lanun while also differentiating them further.

I suppose my thinking was that the major strength of the Lanun is the prowess of their coastal cities, and whether that current prowess is enough to offset the disadvantage of -1 food farms. In other words, I am not saying that they don't already have a strong incentive to make all cities coastal if possible, but rather that these coastal cities should perhaps carry a greater advantage than they already do.

Essentially, I thought it would be interesting to play Lanun on a pangaea map and settle a large number of cities along the coasts in several directions. Right now the distance maintenance would be high, but I suppose I haven't really tested them enough to say with certainty whether it's high enough to prevent a wide coastal spread.

My overall issue is the power of Lanun coastal cities in relation to the inland cities of the other civs. I think right now they're at an even level, and Lanun inland cities are naturally weaker due to the farm penalty. My question would be, is an even level enough? The other civs can have a much more balanced city placement in multiple directions, so the early cities can avoid a large amount of maintenance. The Lanun can only expand along the coast if they want to optimize their traits, but then their expansion is much more limited by distance maintenance because an equal number of cities would have to be spread further apart (since the coast isn't going to allow for expansion in all directions).

But if I'm the only one who thinks this is an issue, then I'm probably out in left field and you should just ignore me. ;) I definitely have much less experience with this mod than most of the rest of you (I only downloaded it two days ago).
 
I know the Illians won't be a full civ until Ice (that's the last one right) but, it just doesn't seem to make sense that an evil civ gets along with someone who (sorta) almost wiped them out. Maybe they should get no allignment at all and just about everyone hates them (Except the Dovillio I guess) Also, if the Fimbulwater (or somthing like that) is started by... lets use the Blaseraphs for example, Would they get a huge diplomacy bonus (somthing like "You started the Ice Age!") from the Dovillio and Illians?
 
Mr.Earl said:
I know the Illians won't be a full civ until Ice (that's the last one right) but, it just doesn't seem to make sense that an evil civ gets along with someone who (sorta) almost wiped them out. Maybe they should get no allignment at all and just about everyone hates them (Except the Dovillio I guess) Also, if the Fimbulwater (or somthing like that) is started by... lets use the Blaseraphs for example, Would they get a huge diplomacy bonus (somthing like "You started the Ice Age!") from the Dovillio and Illians?

No one knows who Auric is, it isn't until late in the process that even he knows. The Illlians, as far as anyone knows, are former worshippers of Mulcarn now without a god. Auric himself is Agnostic.
 
How do they live for the hundreds of years that the mod covers? I thought about making all of the civ leaders immortal or extremly long lived (quite a few of them are) but in the end I opted not to since I would just be developing convienant stories for each of them. I decided to let them exist as they were. In truth the leaders represents the greatest leaders of the age of rebirth from several stages of that Age, from the begining of the age, the war of the elements, sorcerors path, winters run, and new beginings (the last campaign I ran).

You could think of leaders as a lineage. Ancestors and descendants of the civ leaders. Going with this line of thought, maybe you could add the leaders in as actual units with a descendant system along the lines of Rome: Total War.
 
Maian said:
You could think of leaders as a lineage. Ancestors and descendants of the civ leaders. Going with this line of thought, maybe you could add the leaders in as actual units with a descendant system along the lines of Rome: Total War.

I wouldnt want to add it just to explain the long lives of these leaders. I would add it if it made the game more fun, but at this point Im not convinced that it would be fun enough to justify the work.

I would love to see a sperate mod that did this so I could play around with it and see what worked and didnt work.
 
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