Kael
Deity
SchpailsMan said:Just a suggestion : make Sorcery and Summonning require each not one particular "node building tech", effectively making the two other ones technological dead-ends but either one of two "node building techs". (I'm not sure I made mayself clear there... and I'm not even sure of the actual tech names, I'm at work and have no Civ4 copy on this computer)
For example:
Summonning currently requires Elementalism, meaning that I HAVE to research Elementalism even if I only want to use it to raise an undead army. I suggest making Summonning require either Elementalism OR Necromancy, and Sorcery require Alteration OR Divination : that would make the actual decision path a little more interesting, without introducing shortcuts into the tree.
The team agreed, this will be checked into 0.14.
yet again, now that I've got more experience of the game I feel that overall game balance only gets better for it. At any rate, getting a full tech favors military playing too much in my opinion (FfH already favors going for military quite a bit
), but I guess getting a set amount of beakers for a tech might be ok if balanced well.
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) and can be used as a work boat (mainly so that kuriates can get work boats over oceans to their settlements.)