Dwarves and Gold

The Calabim could use something like this, a Elder Vampire avaiable since the beggining, that can´t leave your borders, gets stronger over time (has upgrades that increase strength/give special abilitys, like the Shogun in one of the Civ III´s scenerios) and, if killed, would handicap the Calabim, stoppind them from building vampires and giving a -50% gold (or anything else).

I think this fits the Calabim well, the gold penalty for loosing their most important aristocrats, and loosing the ability to build more vampires because this is the Elder Vampire, the one that "makes" the others you build...
 
Chandrasekhar said:
Elves grow slower, they have a slower birth rate, but they also get really old and wise. Therefore, 20-40% of their :food: is instead made into raw :gp:.

Is it a handicap? Is it a benefit? Probably something in between. Useful when used, at least. Might be good to also change the :food:::gp: ratio.

Oooh. Now *this* is a cool idea. I'd love to see it happen, and it'd further reinforce the builder aspect of the Elves.
 
well I agree I found it kind of strange that elves (or followers of the leaves) would get huge cities...

though if you somehow decreased their growth, you probably have to overhaul the whole system, cause then the health bonus of guardian of nature is useless...

flavourwise, I think three things should be considered:

1. elves love forests
2. elves are not to numerous
3. in civ elves should probably be healthy and content


now, actually when the growth would be restricted, the health would automatically come from the forests (cause they already give health). Even the restricted growth could come from the forest (if you remove the additional food from the ancient forest). So maybe there should simply be different benefits from the forests instead of health and then everything comes from itself?

edit: so about the suggestion above, you could make forests produce GPP for example (I would not generally convert food into GPP though, that's somehow strange)...

edit: or concerning the food, you could make the elves (that is, the ljosalfar (sp?)) be self sufficient on forests, but give them less food on other tiles/farms etc. Followers of the leaves would get the normal food yield (just one), so they could still grow large cities, but if they want to make use of many forests the size is restricted...

edit: ok maybe the discussion should be moved to the tree hugger thread
 
I had a bit of time to play yesterday evening. I didn't do much (must have played a few 30-40 turns), but I have partially solved my defensive problem. I still don't have crossbows, but I defend my cities rather well with Hammerfist units promoted to Guerilla I (they start with Guerilla II already) and Mobility. Mobility allows quicly moving units to cities that are under siege (along Engineering-powered roads, of course), and Guerilla I + II works wonders for defending hill-based cities: that's a +125% total defense bonus, including the natural hills defense factor, which makes Hammefists effectively 13.5str city defense units, without taking the actual city defense bonus into account. For sure, this is not as good as Archery line units (those are allowed to learn Guerilla I + II while Hammerfists are not allowed to learn City Garrison, nothing to argue there), but so far it worked well enough for me. Until dwarves get some decent archery, I guess I'll try to get further down this way.


Question: some of my cities seem to recruit +2XP Hammerfists, SoKs and Dwarven Warriors than some other ones... am I right to guess that Dwarven Breweries still grant +2XP to dwarven units ? If it does, this is not mentionned in the building's description ; if not, does anybody know how you can get some cities producing +2XP Hammerfists ?
 
I had noticed that it was the result of Breweries, too.

- Niilo
 
Back
Top Bottom