Kael
Deity
Added Desc's for all of the civilizations.
I love the Bannor units, but I have a bit of trouble with the Malakim in general. Connecting a civ too deeply to desert makes them underpowered if they start somewhere more lush, and overpowered if you select arid maps, IMO...loki1232 said:Okay, some bannor UU's:
Enforcers: Warrior replacements that reduce maintenance in cities they are stationed in. +50% versus barbarians.
Cavalry of Law: Horseman replacement with the same abilities as enforcer. +1 movement on roads.
Malakim:
Desert Nomad:
+100% on desert. Chariot replacement. Double movement on desert.
Glowing Golem:
Golem type with bonuses against undead, demons, and shades. Requires sun altar but no metals.
loki1232 said:How many UU's are you expecting for each civ? I'm hoping for armies of them, but probably you'd just want one of two.
Also, how many unique buildings?
wilboman said:I love the Bannor units, but I have a bit of trouble with the Malakim in general. Connecting a civ too deeply to desert makes them underpowered if they start somewhere more lush, and overpowered if you select arid maps, IMO...
Lunargent said:I think these are all good, and I propose a few more.
You use sun magic! And You use spirit magic! For the vampires, as I can see them hating anyone who would spread magic that they are weak against.
Your laws are stifling your people. Chaotic civs to Lawfull civs.
Your citizens are unruly and can't be trusted. Lawfull civ to Chaotic civ.
loki1232 said:Luichirp (or whatever the good dwarves are)
-They get a whole new class of unit. Construct.
Basically all of their units are of this type. Golems are of this type as well.
For example, they get maceman construct, which is the same as a maceman. However, it is construct type. Also, for each magic node type these dwarves control, this maceman gets a +5% strength bonus.
loki1232 said:Yeah i like the extra xp for each magic node. Also, they'd have to be of different types to give the bonus.
Lunargent said:Thinking further about it, I think the culture spreading faster is certain terrains for certain civilizations could be a good idea.
Malakim: culture spreads faster in desert tiles.
Elves: Culture spreads faster in forest tiles.
Dwarves: culture spreads faster in hill tiles.
Lanun: water tiles.
Hippus: grasslands.
This could be balanced by having each civ that has a favored terrain get a terrain type where their culture spreads a bit slower.
Both of these would have to be a modifier on how culture gets applied to each tile, instead of a city culture modifier so that you don't get negative culture cities, and the shape of the civ's borders get shaped by the terrain.
Normally, a city can only put out culture in a radius of 5 squares max from it, after that, even a legendary city puts out 0 culture.
What if, this radius was expanded for a favored terrain type, and contracted for a hated type?
You could let a Malakim city eventually pump culture 7 squares radius into desert terrain, and only 4 into other types. Then the civilization's boundaries would tend to follow the boundaries of their favored terrain.
You would have to distinguish already existing forests from created forests for the elves to keep them from easily culture bombing the whole world.