Silverkiss
NekoChan
Ya, we can´t compare deserts in FfH whit real ones because of that little 2 things.... Magic and Sun God´s blessing. Hey, no one has this in real world ! wooo
Good idea, but would another Nomad be able to make a encampment on a tile where other Nomad alredy did one ?
Sounds like using nomads to build encampments would be a bit tedious if they kept on degenerating. Might be too much micromanagement.
Chandrasekhar said:The problem with requiring deserts to have fresh water before they can be changed to plains is that many fresh water desert tiles are flood plains anyway. Still, it might be a nice limiting idea. And, it could stack with our ideas for making Malakim deserts more productive.
About the deserts not being productive in real life, keep in mind that if these Malakim have the blessings of the Sun god, and if they have a magical affinity for deserts, they'd probably be able to coax something out of it. Also keep in mind that FfH is supposed to be fun and flavorful, so anything that will promote those goals is good.
Corlindale said:How about a Nomad unit for the Malakim? 0 strength and 1 movement. Only ability is that they create an Encampment on whatever desert tile they stand on. This works sort of like a cottage in reverse, giving a good cash bonus and perhaps a bit of food, and then have it degenerate until they move to another desert square. They can't make an Encampment on the same square twice, so they have to travel around a lot, visiting different cities with their bonuses. They should probably be national units(limited to 3).
Chandrasekhar said:Perhaps deserts having a base movement cost of 2 and a negative healing promotion, so that it's generally smarter to avoid them. The oasis, of course, wouldn't have the negative healing promotion.
And keep in mind that if there are improvements for Malakim deserts, that they would have a small, lonely look about them, so the idea about deserts being inhospitable would still be established. The Malakim would just be unique in being able to live there.
H.GrenadeFrenzy said:With thaat possiblity of an Evil Sun or even a good one I suppose the idea of modifying deserts is not that farj-fetched.....the Ljosalfar with Fellowship of Leaves have Ancient Forest right? Why not a Great Desert Tile change with benefits for those of the religion and Sandstorms that show up to protect against invaders.
TheBoatman said:I've enjoyed playing FFH2 much and I think lively discusions taking place are good.
I don't think another special terrain would be a good idea, because it would eventualy end with every religion getting some special terrain, leaves are quite special in their unity with nature. On the other side others are focused on people (wisdom, law, etc.).
I prefer the idea with negative healing & unit bonuses.
It would be nice to have a mapscript placing civs according to their alingments. e.g Doviello near poles, Curtoriates in temperate coastal areas with a lot of non-military resources, Elves in forests, Khazad in hills and Malakim with capital city area consisting of plains(savanas)/flood plains encircled by two tiles desert making it legendary city hidden in deserts (like Timbuktu).
I hope this isn't too much off topic.
I can agree with that, but a Great Desert is still a good idea no matter what mechanic is used.QES said:We want to be careful to not simply repeat a gimic because it works. Kael expressly said that each "difference' should in fact be that, not merely a clone or repetition of a game mechanic cause it works, even in "thematic" senses.
Sure, unique is what its all about........are you hunting me.QES said:Desert Hills are Hills of desert, not dunes persay. I think regular desert squares are "dunish". But if they are a pain to cross militarily, and perhaps not crossible at all by non-combat units, it provides a unique flavor, without actually repeating any other game mechanic i can think of, save for peaks, but peaks are universal, instead of specific to civs. In this it would be inversely specific, in that only peoples that worshiped the sun, or had links directly to them, would in fact be able to cross deserts with non combat units.....which means NO roads on desert squares unless your desert peoples too, since workers wont be able to help.
QES said:Ya theres a whole thread on that. http://forums.civfanatics.com/showthread.php?t=178192
-Qes
H.GrenadeFrenzy said:I can agree with that, but a Great Desert is still a good idea no matter what mechanic is used.
Sure, unique is what its all about........are you hunting me.
I am an options person with this approach: disguard 9 out of 10 things and use the one that fits......it any of the other 9 become useful later good....I as a cook have found scraps make great side dishes and soups if prepared accordingly.
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