Dynamic Dural

jrandrew

Warlord
Joined
Nov 2, 2007
Messages
130
Location
L.A.
Hello All --

Major new changes and updates here!

So I have been playing the Dural a bit lately. I tend to be more of a builder-style player, and they definitely fit that bill. However, they seem to lack a certain "oomph", a certain "je nais sais quoi". Other civilizations have a real point in their playstyle and a way to get there. For example:

* Calabim -- Beeline to feudalism, build Governor's Mansion, start spamming Vampires and eating Cities.
* Sheaim -- Drive the AC up, build Planar Gates and supporting buildings, start bringing the miniions of Hell into the world.
* Amurites -- Mages FTW, go for KoE, grab as much mana as you can.

I don't really know what to do with the Dural in comparison to these other civs. I have an idea -- let's make the Dural "strategy" really be around a cohesive start-to-end-of-game "training" approach. If the Dural culturally really are about learning and making everything better, a sober-minded approach to dealing with the problems of the world through hard work and study, give them the tools to do that! Also, they clearly want to learn from the study of various religions, but don't really buy into the whole dedicated craziness of them (perhaps with some restrictions, e.g. I can see them being pragmatic about aspects of Esus). E.g. the Dural would NEVER build a demon's altar. So, restrict them further religion-wise, but give them alternate Dural-only paths and unusual ways to incorporate religions into their strategy.

CURRENT STATE:

For special units, they have:

1. The Professor -- Weak Priest replacement although he can cast Hope and Inspiration. However, to get him you also have to get Feudalism as well as Priesthood and build a pretty expensive building (the College, see below). Not that great.
2. The Tactician -- Pretty cool Great Commander replacement with a bunch of additional promotions, but Great Commanders are rare.
3. Students of the Various Religions -- Interesting idea, instead of building Disciples the Dural build Students of Religions. The students are a bit weaker than the disciples they replace, but do not require a temple of the religion to build. This is good, because the Dural can't build temples (as we will see below!)

For special buildings, they have a lot -- and some of them are fairly cool although they often cost 10% more than the buildings that they replace.

Their hero, Karrlson, is a mid-game well-rounded guy that has the "Instructor" special ability to train units.

The big Dural limitation -- no Temples. No priests, no Tier 3 units that require temples like Stygian Guards or Crusaders.

So far, all of this makes sense, but I would like to take it all a step further and really make the Dural shine. They have some cool buildings and such, but their effects are kind of scattered and I think they are militarily weak. I have never seen them really rise or rule the world when driven by the AI. Here is what I have done so far to improve them:

ITEMS COMPLETED/STATE OF MOD EDITS:

Unit changes:

1. The Professor can upgrade to an a Tactician, a Diplomat (also see below), or a Lawyer. He also can upgrade to an Arcane Analyst if you are also running that mod. He requires L6 to upgrade any of these, you can't build any of them directly. Arcane Analysts can also upgrade from Mages.

2. Students of all of the religions can upgrade to the Professor. This makes some Profs with pretty cool abilities, like Woodsman II when upgrading from the Student of the Leaves. It also gives the students something to do, right now they are kind of a dead-end which makes no sense -- students become Professors in the real world!

3. The professor can now also promote Water I (Spring), Creation I (Growth), and Creation II (Fertility).

4. There is a new "Diplomat" unit. Dural-only, Professor upgrade, L6 required. Has an assortment of Diplomat-only promotions that allow for friendly pressure to be exerted on neutral or annoyed neighbors even if they have closed borders with you. They are intended to give the Dural an alternative strategy to war when they have a lot of foreign powers that are sort of moderately displeased but not ready to declare war. If things go badly they have a pretty dang good chance of getting out unscathed given a high withdrawl rate, although it is not guaranteed!

5. New “Surgeon” unit. Promotes from the Professor. Allows for Medic III (Dural have no other access to this) and also blocks any other units on the tile from acquiring Blackblood, Diseased, Plagued, Poisoned, and Withered.

6. New “Lawyer” unit. This one is really fun! If the Diplomat isn’t doing is job then start suing the heck out of everyone else – economic warfare! Lawyers can sue neutral and enemy units and add to their support costs. You can sue anything – Undead, Demons, even Dragons! Well, almost everything except bears. Lawyers really don’t like bears. You can park Lawyers in rival cities and siphon off gold (via new Lawyer-only promotions) via lawsuits. If you go to war with an enemy but lack the strength to attack their city, you can park the Lawyer next to their city and she may cause unhappiness in the city, lower trade, reduce hammer production, or any other amount of horrible effects. If she gets experienced enough and promotes to a senior Lawyer, she will give you +1 vote in the Undercouncil.

Changes to experience/promotion model:

After examining how the promotion system works, and how buildings can grant additional experience to units, with some suggestion from others I branched off in a different way of giving free experience to units. If the Dural build the right building(s), units will be auto-promoted to gain .5 XP/turn when they are in the city with that building. For instance, a Dojo will allow Melee units to automatically gain enough experience to promote to level 3. If the Dural build a College in a city with a Dojo, Melee Units can gain enough XP to promote to Level 5. If the Dural then also build the other “graduate schools” (for Melee units, the “School of Peace”) then Melee units can promote to Level 7. The graduate schools are definitely later in the tech tree and require a LOT of building, so I don’t think this is too overpowered. Also, different types of units have different requirements. For instance, Mages only auto-promote to Level 2 with a Mage’s guild (not that much.) With a College they can promote to Level 3. With a School of Peace they can promote to Level 5. With a University they can promote to Level 8, but building a University is a huge commitment!

Changes to buildings:

1. The College is now 50% faster for Philosophical Leaders. It was double before, but I think that is too much given Dannmos' Adaptive trait.

The College now requires a Library to build, and costs 150 hammers instead of 180. You now need a library to build a college. Most importantly, the College is now the gateway to a whole sequence of more powerful schools, each giving various additional benefits. If you build all of the Colleges (minus the College of Medicine) you can then build the University, which gives even more benefits. This is a LOT of building though, as befits the Dural's desire to build a beautiful world.

2. College of Theology -- now 50% faster for Spiritual Leaders. .5 training rate for Disciple units. Now requires a College to build, however.

3. College of Peace (haha, like the Department of "Defense") -- Cost 250 hammers, +2 Great Commander GPP

Requires a Dojo (Training Yard Substitute) and the regular College. 50% faster for Aggressive leaders. The real point of this is to train your Tacticians to new levels and abilities. I don't think anyone else can train Great Commanders. Also, it gives a 20% military unit production bonus.

4. College of Engineering -- Cost 250 hammers, +20% construction bonus. Requires an atelier and the regular college. 50% faster for Industrious leaders. +2 Great Engineer GPP.

5. College of Medicine -- Infirmary substitute for the Dural. Same, except 100 hammers cheaper (now 250), and cures not just disease, but also poison, withering, plague, and withered. Well, it will when I can figure out how to remove multiple promotions with one building... Tougher then the infirmary in one sense; it requires a regular college to be present.

6. The University -- Built ALL of the colleges? Not done yet, my friend! 400 hammers, 50% faster for Philosophical leaders. Also, this allow very advanced training specifically for Arcane, Disciple, and Great Commander/Officer units.

Also adds 4 non-specific GPP points to the pool. I may even bump this up, given all the techs and building you have to do it should be worth it late in the game. The eventual goal is to allow Professors to "wane" at a certain level into a University. Haven't figured that out yet, but that would allow crazy-super Dural specialist mega-cities.

Requires: College, College of Peace, College of Theology, College of Engineering (not College of Medicine, that is kind of a side-track.)

7. Explicitly forbidden from building a Demon's Altar as they can't build a Temple of the Veil anyway.

8. The Dural have a special training yard called the "Dojo" that gives +1% Great General emergence. One or two, no huge impact. Build them in all of your 20 cities, get +20%!

9. The Dural have a special Archery Range called the "Kyudo" (Japanese zen-archer kind of a thing) gives +1% Great General emergence. One or two, no huge impact. Build them in all of your 20 cities, get +20%!

10. Dural Herbalist Substitute, the Apothecary, now cures poison status.

I'll keep working on this, but the idea is that the Dural would try to go to get the professor, build the college, and start training Tacticians, Diplomats, and other units. They would also try to keep building the other schools and training units. They would purposefully hold back from too much warfare as wasteful and instead would be training the heck out of their units in their cities. If someone really annoys them, out come marching the highly-trained Dural armies with perfectly executed manuevers and almost-prescient commanders to slaughter the ill-equipped imprecise enemy hordes!

I am purposefully excluding Mounted training and buildings from this; I kind of like the idea of the Dural being very egalitarian. Great footmen, melee, archers -- not so much into the aristocratic Hippus Horselord thing. No nerfs for using Cavalry, but not the same bonuses either. Also, the Dural already have a special Equipment anti-horse bonus (Pikes) that noone else has. Seems like that fits nicely with this mythology. I might even introduce an anti-Hippus diplomacy penalty.

TO-DO

1. Create an early-game "Student" unit that can grow into the Professor. This student does not require any religions. The student has a flat-rate 3 strength, like a warrior, BUT can auto-acquire experience at a very fast rate! This is more experimental, I have already made some other changes that I could do in XML, but haven't really gotten into the student yet.

2. Art and Civilopedia entries!!! I am totally canibalizing (sp!) right now.

3. Lots more work on the abilities for the Diplomat. I wonder if changing the Diplomat to be a Great Spy would be interesting. Although the Diplomat is also intended to help in building positive relations with neighbors on the fence, and not being so focused on negative espionage like Great Spies were. I hated espionage in stock BTS, it always required too much micromanagement.

How does this sound -- any ideas, input?

Thanks!
 
As a fellow Dural player, I like them as is- they provide useful features to give players the approach that I've always wanted in FfH.

Your changes do make some things a bit... odd, however.

I wouldnt forbid the Dura so much religion wise- there are already enough agnostic civs and forbidding the creation of Religious Wonders (Code of Junil, Dies Diei, Nox Noctis, Song of Autumn, Tablets of Bambur, Necronomicon, Stigmata on the Unborn, and whatever religions Valk decides to implement in FF+) does limit them to a makeshift Agnostic trait that is far more limiting than the actual trait. If you get a GProphet and Holy City as the Grigori, you can infact construct that wonder in the holy city, while not following that religion. Religious wonders are a huge source of income- whether its Scientific, Cultural, or Gold doesnt matter- Combining the cheap Students with a Holy City creates a very powerful boost to the Dural that shouldnt be blocked as its a viable economic strategy for non-Agnostic civs.

Dural Professors upgrading to Archmages seems silly, as Dural HAVE Adepts for such a purpose. Letting Students upgrade into Professors make sense, and with Military Strategy, Great Tacticians, but not Archmages, as Magic is something that takes an incredibly long time to learn- compare 30 Hamers for a warrior to 90 for an adept, training costs and time are thrice that which infers a clear difference in their use.

Banning Dural from building Wonders, such as the Prophecy, Temple of Temporance, or Tower of Complacency is just weird- why, if I'm the leader of a civilization of builders, artisans, and scholars, would I not be allowed to build wonders that are testaments to whatever they represent?

I like the idea of tying specific buildings to Dannmos's Adaptive trait, as you listed, but many of the early buildings (Fayre, Market, Council, Great Hall, ect) shouldnt be tied in like that, or if they are, be tied into Industrious, but that would make it rather easy for him to set up cities easily.

I'd keep the boosts of the College from applying to Arcane and Disciple units and make it a +0.1 EXP Gain rate for all units, with specialized colleges improving to a MAX of +0.25. Remember that the Dural are builders- they should much rather have some sort of "Fast Worker" avaliable with the suggested College of Engineering, rather than something that makes all of their units far more advanced than others (while I still think that they should have highly trained troops, I'd rather that the player be drawn away by shiny things that arent units, and the ones they do build are there to guard their cities and territory.)

You are forgetting one MAJOR Dural perk- the Seven Statues. Each one is designed to specialize your city further than before, providing unique perks that only you can get. Need extra Science? Build the Tower of Inspiration in your city with the highest Beaker Rate (And for added kicks, the Great Library) to skyrocket your research rate. Need to keep a city happy? Construct the Statue of Hope. Want your troops a bit stronger? Build the Statue of Valor. And so on, and so forth.

I think the Dural are good as is, and like every civ, they could use some tweaks here and there, but some of your changes go just a bit too far, IMO.
 
The only real millitary boost I think the Dural should get is special improvement (there already is some, but there should be more), and high defence cities. Their walls should give higher defensive boosts (I would put them up to double), mabey even a defensive boost from the palace. The Dural are builders, not warmonggers, they should be great at sitting in their cities, while continuing with their studies, but not great at charging out into open field at an opposing army.
 
Good feedback so far, thanks everyone.

The general objections so far seem to be in order of strength:

1. Blocking the Holy Shrines is extreme. Also, given that the Students of the Various religions can be built without a temple, if the Dural do build a Holy Shrine they actually religion-spam more easily and cheaply than the other civs. I hadn't thought about the ease of religion-spam combined with the $$$$ the shrines provide. Also, forbidding things like shrines is pretty limiting in the greater gameplay sense and cuts off some strategies. FfH and FF are both about using an unpredictable mix of the many strategies available, and interesting combinations are what the game is all about. For a random off-topic example, using Slavery with OO, capturing dwarven and elven slaves in battle, feeding them into the asylum, and coming out with dwarven and elven Lunatics which can even upgrade into Berserkers is pretty awesome. It's also an unusual chain of events from several things that probably were not originally seen as linked.
2. Archmagi should only come from Adepts and not Professors. The Dural already have a magic path to adepts like anyone else.
3. The Dural should get more defensive assistance and not offensive. E.g. better walls, not better troops.
4. The Seven Statues are already a big help to the Dural.
5. Having the college apply only specifically to Arcane and Disciple Units makes it rather limiting and kind of violates the general-purpose spirit of the institution. Also, general comments about experience gain, etc.

My responses in order:

1. I think this is a good point. Gameplay should always trump storyline. Even though the storyline is that the Dural won't build temples and tolerate and learn from religion more than fanatically indulge it, the Holy Shrines do open up a lot of new strategies. I will think more about this.

2. My point with this was to allow the Professors to have choices as far as upgrade paths and to give the Dural some flexibility and alternate routes in their planning. ONLY allowing them to upgrade to tacticians is limiting, and I wanted them to have more possibilities in support roles that were not strictly melee/archer/horse-style military. Perhaps Archimagi is a bit abusive. Instead of upgrading to Archimagi, howabout a 2nd type of Great Commander for the Dural called a "Wizardly Advisor" or an "Arcane Analyst" that the professor can upgrade to? There are a couple of Arcane-related commander promotions that increase Arcane Experience gain. It would be cool to have a couple more Arcane-related commander promotions that also allow giving "Spell Extension I" and "Spell Extension II" to Arcane Units. Also perhaps an Arcane promotion that grants Stoneskin to help prevent against Assassins, maybe called "Arcane Caution" or "Wizardly Prescience." Not that the Wizardly Advisor should get all of these starting off, perhaps just "Arcane I" and the Commander/Wizardly Advisor has to study more to learn more.

Also, what about a 3rd type of Great Commander or just random special unit called the "Diplomat" that the Professor can become? This unit could get "Trust" for free and perhaps also some of other effects that only Pelemoc can use right now like "Rousing Oration", increasing trade, all of that.

I came up with a couple more ideas for the Professor looking through the list of mana. I think they should also get:

* "Water I", that is, "Spring", for free (they are smart scientists, they can irrigate deserts and put out fires!),
* "Creation I", that is, "Growth, for free (they can figure out how to improve the food supply in cities),
* "Creation II", that is, "Fertility", for free (figure out how to cross-breed animals, change plant varities, experiment with different hybrid plants)

Some of these promotions should probably expire if the Professor upgrades. Tacticians and Diplomats don't go around messing with cows and rice.

3. I guess I see the Dural as more Roman than pacifistic. The Elohim are the real pacifists to me. The Dural are empire-builders. They want positive change -- but don't mess with them -- if you do, they come out in force! Also, all of these fixes need to help an AI Dural, not just a player Dural. The AI probably won't be smart enough to understand how to use the professor, but hopefully they would understand how to use experience upgrades.

I must admit, the Romans are not the best example of non-warlike empire builders -- but I like the idea of Roman "Gravitas" being associated with the Dural.

4. Some of the Status are good, some not so much. The Statue of Glory -- +1 free promotion -- awesome! Statue of Courage -- free Courage promotion? Meh. Any adept with Spirit can do this, and they can do it in any city, not just the one the Statue is built in. Also, the statues are all very expensive -- as much as wonders in some cases, and only come gradually through the game. Trying to build a bunch of them in one city takes forever.

5. I agree the College should be general-purpose. The later colleges should allow more specific and intensive exp gain. However, I just noticed -- the Command Post seems a bit abusive. If the Dural College only allows .1 XP for everyone, the Command Post allows .5 XP (that's a LOT!) for Archery, Mounted, and Melee units. That's on top of the +2 XP and +20% military production. Maybe the general-purpose Command Post for all civs should be toned down, and the Dural War College could be a substitute for the regular command post that allows double XP gain of the normal command post? Also, I am thinking about splitting out the Great Commander training into a special "College of Leadership" that is especially for Commanders. Otherwise a Tactician can use the "Recruit" function to build a Dural Command Post, which given my proposed enhancement he could then study at himself -- makes no sense. Or perhaps even a Dural National Wonder -- West Point -- where Tacticians, Diplomats, and Arcane Advisors go to study.
 
For me, one of the main functions of the dural is as a polytheistic, religion spamming civ. They gain benefits from all religions rather than just one, and so have a benefit to spreading all religions as much as possible. Blocking the shrines inhibits this strategy, and dural already have a hard enough time getting ahold of great prophets.
 
Courage is actually a very handy promotion, if only because of the +10% healing it gives. Even if you never fight someone with Fear (and when you do, it can be damn annoying), a stack with hope even if you don't have the mana for it is much better for being able to heal faster.
 
Courage is a useful promotion, but the Dural start with Spirit mana. So their adepts will always have the ability to cast Courage.

If the Dural didn't have Spirit mana then I would feel a bit differently. As it is, 200 hammers for a Statue that duplicates existing functionality, a bit of extra Great General emergence, and 2 or so culture is not particularly attractive...
 
Further on the topic of Holy Cities, keep in mind that some structures arent exactly temples per se- Dies Diei is, in fact, the council halls for the Over Council, and Stigmata on the Unborn isnt even a building, its an event. Just a word of caution when you refer to Holy City Wonders as temples.

Giving Professors those Water 1 and Creation 1/2 seems like a good idea. I wouldnt remove these promotions on upgrade, however, as I would think a Diplomat might want to improve relations by turning unworkable deset into fertile lands, unless the Diplomat is actually a diplomat to the Malakim.

On the "Style" of the Dural, I dont think that any one civ is exactly Roman. The Elohim are pacifists under Einion, but keep in mind their role- they're the protectors of the holy sites, a Monastic civilization that defends the locations of antiquity. The Dural are described as being an artistic civilization that prizes the act of creation above all else, and seek to defend them. If you want to make Dannmos more aggresive, then it would seem to be a bit out of character, as I think the Dural aren't pacifists, but rather architects- Why fight when you can build? Karrlson, the Dural hero, only takes up fighting because he knows that others will not be kind to one's effots, destroying and rampaging, reducing cities to rubble. He's not the type of guy to go out and conquer for the sake of expanding the Dural culture, that would be the Bannor.

On the Statues, there are seven. They are all National Wonders, and come in at different techs. But each one provides a unique bonus- Inspiration gives +50% and +8 Beakers, IIRC, Valor, Courage, and Loyalty each give out their respective Promotions, Hope gives +1 Happy, Glory gives +1 Free Promotions, and there is one other that escapes my memory. All but Inspiration give out culture as well. These are boosts that you can use to specialize your cities in an effort to give Culture and a bonus to the city where it would not have gotten one at all. Dannmos is Industrios too- you get a bonus to the construction of these as well, and stacking them together in cities, such as Courage and Glory, helps you create troops that will be of greater benefit than if you spaced them out. Whats more, you can get some powerful combinations out of them. Stigmata on the Unborn (AV Holy City), with Great Library, Elder Council, Library, and Catacombs Libralus, generates quite a bit. But if you're running 100% Science, put your Statue of Inspiration there to add another 8 Base beakers and another 50% to the total science output of the city. The Dural, and ONLY the Dural, may add that modifier.

I see what you mean with the Professor Upgrade path, and perhaps there is a better solution, perhaps something similar to the Sidar's Wane. At a certain level, the professor may join a city as a specialist, but only if the city has the required College. For example, The Professor may join a city as a free engineer, but only if the College of Engineering is there. (This is based on the assumption that Sidar Waning produces a GREAT specialist, not a normal one). An Arcane alternate to the Tactician might be a good idea, assuming that the promotions are different enough to warrant the use of the Arcane Analyist (Perhaps Archivist might be a better name?) instead of the Great Tactician.
 
I agree with the premise that the Dural need something to make them "Neat". To me they are the Gorogi but with out Adventurers. ie Bland

(Assuming we are talking about a modmod you are makeing)
My Comments on what I read

2. The Tactician -- Pretty cool Great Commander replacement with a bunch of additional promotions, but Great Commanders are rare.

Great Commanders are anything BUT rare. I typically have 6-10 per game. Many of them sitting is cities doing nothing. Personally I think they should be MORE rare.

I like the Great commanders but I think you are leaning too heavily on them. 3 UU's? I say drop the Great commander from those Ideas. If you want the Professor to have various upgrades do that but don't have them tied to Great Commanders.

If you were thinking of the GC's from the point of view of them leading other troops, You can do that like the Captains from the Bannor Module. The Bannor can not make a GC but they CAN promo units up to where they can lead units. The ability isn't limited to just Great Commanders. Maybe this is what you meant but using the Term Great Commander is confusing.

I agree the Professor could be a neat unit but I also Archmage is the wrong route. These guys are the Priest replacement. What are some priest duties they could fill? Doctor (Heal and Cure Spells like a priest) might be a good route to think about.

While I like your thinking behind Spring, Growth, and Fertility I would not give it to them for free. I think I would make them available to buy as they level up (prereq require correct mana?) Making it free I believe is excessive.

4. Some of the Status are good, some not so much. The Statue of Glory -- +1 free promotion -- awesome! Statue of Courage -- free Courage promotion? Meh. Any adept with Spirit can do this, and they can do it in any city, not just the one the Statue is built in. Also, the statues are all very expensive -- as much as wonders in some cases, and only come gradually through the game. Trying to build a bunch of them in one city takes forever.

I agree 100%. Valor is neat! but it's wear off rate makes it darn neat useless. The promo is gone by time they reach the battle. Courage is great! but any level 1 Adept can replace it. Any Mage can replace it Passively. I agree with others, this would be MUCH more useful if they didn't have Spirit Mana. The one that gives Loyalty was neat when Loyalty was a permanent Promotion, now that it wears off 1 turn after they leave the city that statue is not good.

I would like to see these 3 statues given a different effect. Permanent effects that don't wear off. Statues of Great explorers that inspire to explore, They could be something such as Statue of Flora (Units built in that city gain Forestry 1) or Statue of Terra (Units built in that city gain Mountaineering 1). Statue of Labor (Affects Workers. Workers built in that city Gain Earth 1 and Mobility 1)

Lastly... what if they had another Hero Based on the Professor line. Basically a Named Professor, he would be no different than any other professor except for his name and Starting with the Heroic Promotion (which would of course enable Heroic Offense and Heroic Defense.) I suggest the Name of "Dr. Smith" It would be a less obvious than "Dr. Jones" but a nod in that direction. Of course Iccerio won't like that but I am okay with it :)
 
Dural may be Grigori without the adventurer, but they have a mechanic that balances it entirely: religion. Grigori can never have any hero greater than a base unit, can never have religious temples, synergy, civics, and don't have half of the culture/science enhancements the Dural can have.

Besides, if you're looking for 'oomph', there are plenty of more exciting civilizations than one based around college professors and librarians. ;)
 
Dural may be Grigori without the adventurer, but they have a mechanic that balances it entirely: religion.

The Dural are in that same boat, except theirs isn't fun to play.

Besides, if you're looking for 'oomph', there are plenty of more exciting civilizations than one based around college professors and librarians. ;)

So since there are other neat and fun civs this one shouldn't be? Well heck lets make one fun civ and delete the rest then! :p

The Dural have a decent base idea, but they need polished some. Polishing various Races is what started FF+ altogether. If someone wants to make a mod that is Dural+ that Valk might look at and include parts of that would be spectacular.
 
The Dural are in that same boat, except theirs isn't fun to play.
I was under the impression the Dural could adopt religions, build religious heroes, etc. Are they agnostic?

So since there are other neat and fun civs this one shouldn't be? Well heck lets make one fun civ and delete the rest then! :p
Some people like boring civs, though.:mischief:
The Dural have a decent base idea, but they need polished some. Polishing various Races is what started FF+ altogether. If someone wants to make a mod that is Dural+ that Valk might look at and include parts of that would be spectacular.
Hey, just saying, 'bookworm civ' is rarely 'exciting'...
 
I will admit It has been a while since I played them. I know I THINK of them as effectively agnostic, but can concede I maybe misremembering.

Still, they are the "Base" human Blah race. There is a neat gorund work, but needs fleshed out.

I belong to the group of "Don't nerf powerful races down to weak race level, instead buff the weak ones up to Powerful race level"
 
The Dural don't have the Agnostic trait like the Grigori do. The Dural can:

1. Found Religions
2. Build T1 Religious Units (and some T2s, depending)
3. Build Religious Heroes
4. Build Holy Cities (I put this ability back in after some of the comments above)
5. Build Disciple look-alikes -- Students -- which are like Disciples but don't require the temples.
6. Build a special College of Theology which allows the founding of various Religious schools which give special Dural-only benefits.
7. Build some religion specific buildings like Asylums.

I think the previous "quasi-Agnostic" comments were in reference to the fact that they can't build Temples, Priests, High Priests or T3 Religious Units.

Someone earlier made a comment about "polytheistic religon-spammers" which is highly appropriate.
 
I've never known just what I wanted done with the Dural, I think largely because Fall doesn't support a builder style like say, Rise of Mankind or standard civ. Most of the buildings either enable a unit, or make units of that class a little better...
 
I said it before, these guys should be about building,not war. If you want to give war buffs, give them defensively. It should be hell to tear down the walls of Brookden, but if the Dural armies come charging out into an open field (or any field for that matter) they should be slautered.

My point being, the Dural should be good at hiding behind their walls, not warmongering...
 
You can not win this game via pure building. You will HAVE to attack at some point.

Maybe if Culture was a more effective offensive weapon but it really... REALLY isn't.
 
I agree with you, Breez. There is really no substitute for war capability in FfH and FF, although I am interested in further developing the Diplomat's capabilities for those players who want to avoid war if at all possible.

However, to address Randomness' comments perhaps T2 and up Dural units can be more expensive then their counterparts. And as the levels go up they get even more expensive, relatively.

E.g. T2 units are 50% more expensive, T3 100% more expensive, and T4 150 or even 200% (!!) more expensive.

This would make the Dural player more interested in investing a LOT in training and hesitant about too much warfare for fear of losing precious (and expensive!) units.

It might be tricky to balance, though, because it also might encourage spamming summons and Archmages using Domination. Man, this mod has gotten complex!!! (In a good way!)

I am just going to focus for now on some of the earlier changes listed before I go trying to modify EVERY unit the Dural can possibly build...
 
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