Xereq
Chieftain
- Joined
- Apr 18, 2006
- Messages
- 68
Kael said:Resource villages? Provide access to monster units or other civ’s exclusive units. These villages may need to be harvested to produce resource-type emigrants that can be settled in a city that will be able to produce the special units.
I've read the discussion on this so far, and it’s really fascinating, I hope this concept is on the agenda.
I was thinking up some ideas for when I start my mod this summer and I started to think about the nature of resources in civilizations. In Civ3 there was always enough to go around if you wanted to share, it would be concentrated in certain regions and some civs would have more access than others, but generally by the end of the game the best civilization could have one of everything.
Playing through the various incarnations/releases of FfH, I found that sometimes, even if you scoured two continents, you would not find someone to trade with you for that special resource you needed to build that special unit. I was a bit frustrated when I was in a position where I could not create any disciple units because the resources for each one were beyond my grasp.
I don’t think I've ever built a single horseman in all the times I have played. Then again, I don't regenerate the map when I am in a bad position. Still, I like what the scarcity of requisite resources does; it makes certain civilizations unique in their capacity to produce a type of units in a given game.
This really hurts sometimes though. So that started me thinking, how else could resources be used to differentiate game play experience, but still allow you the full experience of using almost every technology you have gained and fit with a fantasy gaming experience? Legendary Resources.
Resources that can only benefit the closest city to them, or even only are accessed by working the tile they are in. They can make that specific city able to build unique buildings or resources that differentiate them from all other cites on the globe, and even make them more dangerous to maintain. A Wyvern's nest resource could give a bonus to gold and the ability to build 3 national 'trained wyvern' or 'wyvern rider' units, but has a chance of spawning a 'rogue wyvern' barbarian unit that will pillage the countryside and lay siege to your cities. (Wyverns could use the hawk model and animations with a dragon head and tail and legs)
You could also make it so that rangers with animal empathy (do they get it free?) who are level three or higher, could enter a nest and be upgraded/ or sacrificed to tamed monster/monster rider.
There could also be other legedary resources, blue marble that lets you build a great water temple that grants 3 water mana and/or grants divine 1 and water I & II to all disciple units built there (etc. for all mana types), standing stones that grant animal empathy to all unity built in the city and allows you to build a building that grants all units built in the city woodsman II, Rich mountains which allow several types of mines to be built, each one granting access to a different type of metal/stone to the closest city.
There's my idea. If it would fit with your mod, that’s awesome, I would love to see it implemented. If not, I will simply have to get my design team working on it...If I can ever assemble one as great as you guys.
Btw Kael and design team Inc.,
How did you guys get together and started on this mod? Is it covered in your how to design a mod thread? If I started a mod would you guys be willing to lend a hand now and again. Thanks in advance (for an answer.)
-Xereq