Lunargent
Warlord
- Joined
- Feb 1, 2006
- Messages
- 299
a-awesome idealoki1232 said:Need drool factor:
1. Balseraphs- I know this is going to be carnival theme, I just cant find the mechanic to bring it all together.
What if they got uber carnivals.
a) can cage any race at all. yes, caged dragons
b) get extra bonuses from the pens with things like freak shows and colleseums.
c) Late in the game can "breed" caged animals and thus get the benefits everywhere. yes, breeding humans.
b-maybe allow them to build pens anywhere but enemy territory. They could build a pen on a site where they plan on building a future city, and have some culture ready and waiting for them when the settler arrives-not to mention deny it to other civs. It should cost a bit of money to do this though.
c-another great idea, if anyone should be able to do this, these are the guys.
Do celebrations do anything but spam your message box?Bannor- Strong defence and low maintenance is a good design mechanic but dull. We need something fun here.
Righteous crusades perhaps? Automatic celebrations in every city as long as they are at war with a civ of another religion?

I think destroying population and units would be too powerful. Though I can see giving them a chance per attack to destroy population as being more balanced. Ironically, it would have the side-effect of making the city take less time in revolution. (though that never last more than a turn with well used disciples)Doviello- The beastmen need a mechanic to make them fun. Something about a decreased replicance on cities and ability to create units in the field.
Maybe whenever they attack a city some of the population and units die? Also, what if whenever one of their demon type units wins a battle, it creates a beastman type unit like "demon spawn".
Perhaps, instead, give them a chance to have random units spawn in the fog of war and join their side- barbarians who join their cause instead of going wild.
Instead of this, how about giving enemy units a negative disease like promotion called Spiritual Defense that makes enemy units unable to heal in Elohim lands. It would give great defense, no offense, and not really lag the computer that much with dozens of units.Elohim- These guys should be built for defensive growth players. I just dont know what the mechanic is to help with this.
Perhaps they can an automatic defense unit on each square of their city fat crosses. It's strength would be based on the size of the city, and its type a spirit. After one is killed it is rebuilt automatically the next time there are no enemies in that city's fat cross.
I'd love to see dwarves that can build tunnels. They could provide faster movement between cities and mines. Probably a bonus to defense in a tile with a tunnel in it as well. ( they could use holes to pop-up and harrass attackers.) the units using the tunnels don't have to be drawn underground, it just would be understood that they're usign the tunnels to get around faster.Khazad- So the dwarves are half the height of normal units, but what beyond that?
Maybe huge bonuses for workshops and mines? Tolkienesque dwarves that produce lots of metal and have cool tunnels? Like mines increase movement?
It's pretty easy to change land as it is with spells.Kuriotates- ?
Can upgrade the terrain as production in their cities. Here's what i mean.
A kuriotate city has a desert square. To get rid of it they can build-recreate desert. The desert is removed and replaced with a random square. Deserts and mountains are never the replacements. The replacement starts with a forest on it and all improvments are destroyed. Any resource on the square remains.
How about letting them control what type of great person they create? Everyone else just gets theirs randomly . Give them a pop-up that lets them choose what type of great person they want to create when it's time for one to spawn. That alone would make me want to play as these guys.
Instead of creating new resources that don't quite do what the regular ones do, let them move resources around. Give them a special UU that can take a resources from one location, and move it to another. Make it take 10 turns to "pick up" a resource from a location within your cultural borders, and 20 turns to do it from outside, and 5 turns to "plant" the resource in it's new location. If the unit is killed, the resource is lost.Also, for a very high cost they can build new resources. For example, if they have a grassland in a city's fat cross that has no resource on it they can build any food resource in the city. When the resource is built all improvements on the square are destroyed, and the resource is placed on it. They can build food resources for grasslands, and plains, metal resources (not mithral) and gems for hills, and water resources for water squares. They can build inscence for deserts. iHowever, these resources give no production/food/gold benefits to their spaces, simply strategic benefits.
This would be pretty weak, given how fast units can level. +1 xp would be nothing. They were the greatest creators of artifacts in the previous age, perhaps let them have some of that greatness start to show through again with a free quality armor and weapons promotion for all units.Luchuirp- ?
What if all of their units were created with the golem type, but got +1 xp for each different magic type they controlled? Once the unit got to level 4, it could buy the "I'm a real boy" promotion, giving it it's normal type and allowing it to level.
Great idea as well.Malakim- we have some style, but we need some drool factor for these guys.
What if they get to spread whatever religion they have very far and wide? They would build missionaries twice as fast, and would get a gold bonus whenever they spread their religion. Also, they would get to see all cities of their religion as though they had the holy city. Finally, they could build acolytes and priests without temples and without resources.