Design: Civilizations

I thought the natrural enemies did have an effect. Those are the players that the AI tries warn you about, and then tries to get you to stop trading with them. Of course, I could be wrong. It might just be the first, which doesn't really alter gameplay.
 
I thought the natrural enemies did have an effect. Those are the players that the AI tries warn you about, and then tries to get you to stop trading with them. Of course, I could be wrong. It might just be the first, which doesn't really alter gameplay.
AI will tell who is their worst enemy at the moment, based on diplomacy modifiers. You'll get a penalty for continuing to trade with their worst enemy.
 
No, that is just background flavor. We don't want to dictate that strongly who your friends will be.
:hmm: Then why is it in the leaderhead XML file that X is enemies with Y and/or Z? :confused:
 
:hmm: Then why is it in the leaderhead XML file that X is enemies with Y and/or Z? :confused:

It was in the initial design. But as we added more dynamic attitude modifiers we found we didnt need more reasons for civs to dislike each other.
 
Something was bugging me a bit in my last game as the Ljosalfar. Being the arborealists that they are, I made sure I had as many forests as possible.

However I ran into a bit of a problem, that I didn't notice until the world was about to end and I was being overrun with a barbarian horde. The defensive bonus of the forest screws over my defending army. Elves should be skilled at attacking in forests. At least at attacking enemies in THEIR forests, and dwaves in hills.

I think elven currently gives a +10% to forest defense, but really that should be in attack, or both. Or even moreso if within their cultural boundries. It is unfortunate to role-play the part in the game and get screwed for it.

Another small thing, I think that as units leave armies to join with the end game barbarian horde, there should be some kind of variable based on the type of unit. Heroes shouldn't be joining usually, because, well they're heroes, and really they're already most likely going to die versus the massive onslaught of units, but they need to be heroes. National, religious and arcane units should be a bit less likely to join, followed by normal units.
 
Something was bugging me a bit in my last game as the Ljosalfar. Being the arborealists that they are, I made sure I had as many forests as possible.

However I ran into a bit of a problem, that I didn't notice until the world was about to end and I was being overrun with a barbarian horde. The defensive bonus of the forest screws over my defending army. Elves should be skilled at attacking in forests. At least at attacking enemies in THEIR forests, and dwaves in hills.

I think elven currently gives a +10% to forest defense, but really that should be in attack, or both. Or even moreso if within their cultural boundries. It is unfortunate to role-play the part in the game and get screwed for it.

Another small thing, I think that as units leave armies to join with the end game barbarian horde, there should be some kind of variable based on the type of unit. Heroes shouldn't be joining usually, because, well they're heroes, and really they're already most likely going to die versus the massive onslaught of units, but they need to be heroes. National, religious and arcane units should be a bit less likely to join, followed by normal units.

The elves +10% applies to defense and attack.
 
I guess it still feels a little light, especially with all of the other bonuses, but I understand the balance issue.

I always want the elves to kick booty.
 
Maybe you could add Woodsman III and Guerilla III promotions that aid in attack, like the Guerilla III that was added to Warloards, but perhaps limited to FoL and RoK or elves and dwarves, respectively.
 
Something was bugging me a bit in my last game as the Ljosalfar. Being the arborealists that they are, I made sure I had as many forests as possible.

However I ran into a bit of a problem, that I didn't notice until the world was about to end and I was being overrun with a barbarian horde. The defensive bonus of the forest screws over my defending army. Elves should be skilled at attacking in forests. At least at attacking enemies in THEIR forests, and dwaves in hills.

I think elven currently gives a +10% to forest defense, but really that should be in attack, or both. Or even moreso if within their cultural boundries. It is unfortunate to role-play the part in the game and get screwed for it.

I agree with this, and I think one solution would be to give elves a forestry III promotion innately once you reach a certain technology, whereby elves can attack on to forests without penalty or even with a bonus - after all, they are elves and it is their homeland! The current 10% bonus would still make their attack onto forests very difficult, as the defender would still receive 40% defense bonus, correct?
 
I have a real beef with the concept of needing gold per city as khazad in order to keep things running smoothly. I've noticed the khazad ability to tech at all is severely diminished (or expand, if you wish to keep up in tech) by needing so much gold, and it makes the civ difficult to compete. Perhaps if the gold total needed was based on your total population count of all cities it would be easier to balance. For example a capital of size 10 with no other cities would be the same gold needed as a capital of size 5 with a size 2 and 3 expansion. This would allow less stifling of expansion (200 gold per city is really insane early to mid game, honestly).

On a side note, what if dwarves had weaponry built into their cities that would automatically fire at anything that came adjacent to or remained adjacent at the start of a turn? It could begin at construction with a wussy auto-firing 2 power collateral weapon, and the weapons would increase as new more powerful technologies were reached. Perhaps a few later techs could even increase the range of the built in weaponry to 2 or 3. These would differ from just having catapults in the city because a) they don't need a siege workshop and b) they could attack multiple tile stacks per turn - whatever is in range. These city guns seem to conform nicely with the dwarven technology concept and offers a nice defense against swarming units with the absence of magic.
 
I have a real beef with the concept of needing gold per city as khazad in order to keep things running smoothly. I've noticed the khazad ability to tech at all is severely diminished (or expand, if you wish to keep up in tech) by needing so much gold, and it makes the civ difficult to compete. Perhaps if the gold total needed was based on your total population count of all cities it would be easier to balance. For example a capital of size 10 with no other cities would be the same gold needed as a capital of size 5 with a size 2 and 3 expansion. This would allow less stifling of expansion (200 gold per city is really insane early to mid game, honestly).

On a side note, what if dwarves had weaponry built into their cities that would automatically fire at anything that came adjacent to or remained adjacent at the start of a turn? It could begin at construction with a wussy auto-firing 2 power collateral weapon, and the weapons would increase as new more powerful technologies were reached. Perhaps a few later techs could even increase the range of the built in weaponry to 2 or 3. These would differ from just having catapults in the city because a) they don't need a siege workshop and b) they could attack multiple tile stacks per turn - whatever is in range. These city guns seem to conform nicely with the dwarven technology concept and offers a nice defense against swarming units with the absence of magic.

I think the Malakim already have that concept once they reach Elementalism. Summons a fireball in the city if a foe is within range.
 
The kurio civ seems very weak to me, largely because their 2-5 super cities aren't really that super at all for quite a while. Maybe the kurio cities should automatically have +5 happy and +2 additional health beyond the expansive trait, just to help the cities become a little more impressive. A few big cities just can't compete to many smaller cities unless they have a vast amount of additional happiness, which is very difficult to come across in the absence of hereditary rule (normal civ4 civic).
 
That is correct. It's pretty much a desperation move just in case an orc wanders into your fat cross and you don't want to see your beautiful financial towns get razed to the ground.
 
Can the map's size be adjusted (via code) mid-game?

If so, adding plots to the map when the Infernals appear (and, possibly, when the Mercurians appear) could solve the issue of what they can do if the entire surface is controlled by one player or another. A relatively small strip of, say, hell appearing as an add-on at an edge of the map could increase their viability significantly.

And yes, I realize that this could be complex for tubular maps.
 
It would probably need to be added to the polar regions, if at all. It would be very irritating if your empire were suddenly cut in 2 by hell. It seems slightly odd for a land of fire and brimstone to replace the polar ice caps, but would be interesting (and it is a quite literal interpretation of Kyorlin's quite "out of the ice fire will come" ).

It could get really complicated if you use a map with both x wrapping and y wrapping (can this be done in Civ IV? I know it could in Civ III).
 
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