Valkrionn
The Hamster King
You can ask what are the differences between Sheaim & Khadi - they use the same spawning mechanics, just spawn different units and Khadi do not get more with higher AC
But...
That is what is decided to come with 0.30, but I might add more. Enough to make them different?
- First, Dao will be in Orbis, Khadi won't
- Second, chinese/tibetan/mongolian flavour of units & buildings
- Third, many elementals, that will be able to grow, with different spawning mechanics
- Fourth, elmental ancestries gained by some standard units on unit creation - they will be half-elementals, having access to some elemental abilities, but not alive (not sure yet, as I am working of on it)
- Special druid-like casters (no standard mages & no priests as they are agnostic)
It might change a bit, as I have included recent FfH tweaks to AI diplomacy. Also, I need to tweak leader personalities some day...
Agreed
I think the system is already in - it is called the great people counterNo need to add special one, but we might add some bonuses to great people spawning. It is Grigori thing, so it would have to be a bit different, but that should be doable.
I will take a look at scion buildings. The exchange is gone and forum is in as market replacement, so I might just re-add exchange as granary replacement. Makes sense flavourwise, plus needs only minor adjustments.
Regarding scions, I think the current spawning system should be changed. It is too much python and causes certain troubles. I would prefer to move it into dll, but that is hard, and I need to code dao elemental spawning first before attempting this change.
I haven't quite started my work to move spawn systems to the DLL (RL stuff in the way), but looking at the Scions code... I've pretty much decided that either it needs to entirely change, to accommodate a transfer to the DLL without 50 new tags, or it will stay in python while other spawn mechanics don't... Which is something I dislike. Any ideas you have as to how to change their spawn system would be great, though I prefer to keep it random; I'm making sure to include a bRandom tag, so you can easily change from random to a set counter.

Speaking for myself, when I play the sheim, I don't bother with planar gates. They are overpriced, inefficient, and with the recent AI updates, don't give you nearly enough of an army. Instead, I use archers for defense (pyre zombies don't count as defenders), pyre zombies for early game offense, and pyre zombies/mages/ritualists, with an occasional diseased corpse, for mid game offense. Note, it never makes it to the lategame. Playing as the Khadi, it seemed that they were trying to base their army off the planar gate mechanic... but they didn't give them the other advantages that the sheim have. Which means that pyre zombies can't bring them into the lategame, and they don't have the easy benefits of the specter like the sheim do.
The reason why the planar gate mechanic doesn't work is because you can't control how large an army you get. With regular units, I can start spamming them now, and know that I'll be able to get an army capable of taking down my opponent. With planar gates, a city is tied up for innumerable turns (and I have to build it in every city, as opposed to having one city that can spam out a unit a turn) building the gate, and then I don't get any guarantees that a unit will arrive anytime soon. To top it all, I don't get nearly enough units to compete with the AI armies, compared to the number of hammers put into it, and by the time I might get reasonably sized armies, most are so outdated as to be little more than bait, as they have no way to upgrade.
Combining these issues is why the khadi were such a catastrophic failure (hence why there has been some talk of removing them altogether). So if the only difference between the Dao and the Khadi is an asian flavor, they will fail. If, however, you have other mechanics to get these elementals then just a chance of them spawning, and an easy way for them to upgrade in the lategame without making them OP when they first arrive, they might be successful. Now, it could be that I've missed some of what you've said, but the only thing that you have said that appears to be different from a modified planar game mechanic is the elemental ancestries part.
So my questions are then:
Did you nerf other lines of theirs to boost this elemental mechanic?
Are there other ways to get elementals without a planar gate mechanic?
Do they have flavor other than just asian? (aka, are there ways that a normal unit can upgrade somehow into an elemental, or gain elemental abilities somehow other than just an occasional random chance)
I'm sure that I can come up with more, but class is almost out, so I'll return sometime later.
-Colin
I think the Planar Gates could use a bit of a boost. For one thing, there aren't many units... For another, the odds aren't really that high. 6% initially, 9% at AC 50, 12% at AC 75, and 15% at AC 100... Which can be difficult to get to while needing to rely on the initial chance. I think some adjustments there would be in order.
As for the Khadi... IIRC, there's more than just 'talk' of removing them. I AM removing them from RifE (as a Civ, at least; Will be preserved in the form of an Amurite event), and Vehem said he planned to as well... But that post is a few months old, so who knows at this point.

Also, I think a real difference here is that the Dao don't seem like they need to rely on their elemental spawns; They will have standard units, which can get the 'Elemental Ancestry'. The Elementals make a nice mechanic, but it's not an essential one; Like Animals for the Doviello in RifE, you can rely on them if you choose but don't particularly have to.