Design: Units

Ok, i just cant get enough of the little buggers. Yes, they dont pose a terrible threat...alone. My theory is that the main use/threat of goblins is in their sheer numbers.

I say, that we give Goblins and possibly orcs (spearmen?) the ability to SPAWN more goblins. If a goblin gets X amount of experiance, they can earn a promotion - Create Goblins. Another 0 Exp goblin unit is placed there. Possibly have a "Spawn II" so the goblins can do it ONE more time. The new units would be exactly the same. But each unit only ever gets to spawn twice. So while its rapid growth, its not exponential. Plus the goblins actually have to SURVIVE long enough TO Spawn. We could possibly allow Orcs to spawn goblins, but nothing should spawn orcs.

This would make the barbarians AWESOMELY annoying. You think barbarians are bad now. When that single goblin you let live, wanders around, then there become 2....then four..then 7...then 12. Not exponential...but rapid. Still..you'd kill 7 of them with any sort of archer..most likely.
-Qes
 
Chalid said:
I like this Idea. That will help the AI, too, as AI does not mircomanage in this style and writing routines that force the AI to move outdated units to upgrading points seems rather a bad idea. I would even allow it for restricted units for exactly this reason (at last for the AI - ok some might say AI will cheat but i think the AI is hindered by the Prerequisite buildings that much that its ok)


You could also make it a special building (or ritual) that costs more that the normal building. I would invest in a national wonder that upgraded my units automatically. Partly out of the annoyance to have to click on each unit and select the upgrade (there is the issue of units that can upgrade down multiple paths...)

Some training and logistics program:

Archer to Longbow -> Civil Defense
Warrior to Axeman to Swordsman to Maceman -> Melee

It becomes less signicant for the more unique units though.
 
Chandrasekhar said:
Sorry if this has been asked before, but does anyone know where I can get a list of FfH's units' movements and strength scores?

Its all in the editor if you have excel.
 
Sureshot said:
Barb's need some good sea units, I never seen barbs in the sea (I keep hoping for some krakens :D).

We have a sea serpent speced the design docs for the barbarians.
 
For the Svartalfar why not have a axeman replacement called a thrall?

It strikes me that Darkelves have subjugation over others regardless if they have the OO Slavery Civic. The Thrall could be an axeman unit that would never gain experience from combat......but would be cheap to make. I know i know the masses will cry out (No promotions for a full tier of melee units????) Thralls would be cheap, their abilities would be their numbers, plus adepts and the like can still buff them. They just wouldnt gain exp. They could still recieve benefits from civics, barracks, etc, but not combat. They fight because they have to, not cause they want to, and that shows up in their inability to learn from experience. They might still well be trained, but only cause their masters demand it of them.

-Qes
 
I remeber reading something about how quickly open wildernes is taken up by expanding empires. What if settlers were not buildable, but only upgradable from workers? (and likely limited to 2/3 at a time)(maybe only upgradable at the capitol, too)

players(and AI) would start with enough gold to upgrade the first settler, but would of course have to build the worker to upgrade.
 
Thonnas said:
I remeber reading something about how quickly open wildernes is taken up by expanding empires. What if settlers were not buildable, but only upgradable from workers? (and likely limited to 2/3 at a time)(maybe only upgradable at the capitol, too)

players(and AI) would start with enough gold to upgrade the first settler, but would of course have to build the worker to upgrade.

I dont often have more than one settler at any given point, unless i've got no more room to expand and am waiting on ships. Requiring me to "upgrade" my workers would only mean i expand faster...since workers are cheaper, and id concentrate more on gold.
-Qes
 
For the flavour of your own game, and for testing it out, you could try doubling the production cost of settlers. I've thought about that myself, though I found Raging Barbarians on Monarch level has kept the wilderness untamed for quite a while.

- Niilo
 
Janusi said:
Well I am still favourable to the Ghost ship.:mischief:

It would be very cool if the ghost ships gets introduced later as some kind of quest object.

The ships roam around certain seas in the map causing great unhappiness in all coastal cities in that area. The goal would be to hunt down the mother ship and end the horror for your citizens.
 
Frozen-Vomit said:
It would be very cool if the ghost ships gets introduced later as some kind of quest object.

The ships roam around certain seas in the map causing great unhappiness in all coastal cities in that area. The goal would be to hunt down the mother ship and end the horror for your citizens.

I sense a conversation about the Black Pearl coming up....next thing we'll see a conversation about the flying dutchman.
All are legitimate myths.....but stay away from the colonial era :P.
-Qes

P.S. Yes....i know "captin jack sparrow" would make an awesome ship-based hero....but no! <slaps civfan on the wrist with ruler, whilst wearing a nun outfit> we shall maintain our fantasies seperately!
 
QES said:
I sense a conversation about the Black Pearl coming up....next thing we'll see a conversation about the flying dutchman.
All are legitimate myths.....but stay away from the colonial era :P.
-Qes

P.S. Yes....i know "captin jack sparrow" would make an awesome ship-based hero....but no! <slaps civfan on the wrist with ruler, whilst wearing a nun outfit> we shall maintain our fantasies seperately!

:)


well well - considering that "most" ideas are stolen or conversions of something else (heck, even the lord of the rings has many similarities to traditional mysteries) i don't have a problem with this. The idea for the archeron quest is the same as the one from the hobbit, but it's fun and thats the only thing that matters...
 
Frozen-Vomit said:
:)


well well - considering that "most" ideas are stolen or conversions of something else (heck, even the lord of the rings has many similarities to traditional mysteries) i don't have a problem with this. The idea for the archeron quest is the same as the one from the hobbit, but it's fun and thats the only thing that matters...

Thats a good point.

Fine..But i get to wear the captins hat.
-Qes
 
For the Hippus, their Raider has 4 strength and 4 movement, but the Brigand unit a tech higher which they can upgrade to has 5 strength and 3 movement. In some ways it feels more like a downgrade than an upgrade, any chance they could get 4 movement as well? or something special to make them worth the upgrade? I was only willing to upgrade my Raiders to the national units and just skipped the Brigands completely.
 
A bunch of unit ideas:
The balseraph saboteuris replaced by a puppeteer unit. He gets the bonus of being able to take control of ppl's minds.
The calabim shadow unit--change to stalker and allow it to recieve vampirism early. I think that the calabim need another blood pet unit, what about a gaurd-thrall to replace pikemen?
is the pitch wagon available for barbarians? I think it would be a nice addition.
Bannor-Coast Guard. Replaces privateer and gets a +25% strength bonu when in your cultural borders.
maybe the Amurite Adept could be called "Apprentice?"
Troubador-Balseraph replacement for Horseman. Gives +1 culture, 1 happy if stationed in your cities. Doesn't stack.
Ballista-A lanun specific siege weapon that is designed for use on ships. Various abilities. 1. Can bombard adjacent rival cities while loaded on a ship. 2. Can "damage" (civ 3 style bombardment maybe) adjacent enemy ships.
 
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