240 hammers, starting with magic resist and temperance sounds good. Maybe force1 as well, I'll have to look at the mod to observe temperance promotion and force spells before making a final call. This way fanaticism tech makes sense on its own.
IN my opinion, good elfs special trait "dexterity" sucks. I yet have to see a good reason to build archer line because of dexterity. My idea - instead of dexterity trait - good elf archers use metal weapons. Mithril reserved for flurries, archers - bronze only and longbowmen - bronze or iron. Metal weapons for archer line but -1 defense strenght.
Of course, whatever makes archer line "special" for good elves...
please oriente me to a site where I can upload for free (and mid-term) and I'll upload the last Orbis version I have
Spoiler :![]()
"blinded" promotions are pink blobs
MUSEUM DESIGN VOTE
[to_xp]Gekko;12813702 said:I think the resources buffs are fine, especially cotton, but the buff to plantation isn't needed. calendar is a no brainer since early commerce is so vital in ffh. plantations don't really need a buff imo![]()
The point of the Museum is not to give the Grigori entirely what they lack in not having a religion, but its supposed to be partially flavorful, and primarily an aid in bridging a mechanics gap for the Grigori that was likely not viewed as important, or even noticed, during primary development of the mod.
That mechanic is the culture pop. Grigori lacked a membership Civic Option. Magister allowed them to join Over or Under, we gave them Neutrality. Grigori still lack a culture pop, and, depending on who you talk to, is even more important than the loss of a civics column. (at least *that* civics column)
Anyways, the 'create great work' which gives +10 culture, is something that I think the Grigori desperately need. It just so happens that, flavor wise, I believe a Museum/Curator combo is just what is needed.
Just wanted to mention that I didn't have anymore problems in LAN with the latest build. I actually had two great games with a friend lately I want to share.
And then... Acheron appeared... directly in Jubilee... grinning in my face just a few fields away.
BTW, great commanders seem to be a bit inflationary to be honest. The first 1 - 2 are great but far too easy to get. And after those you almost want to build an orphanage for them.
It's possible that it's a side effect of the quick tech setting. While research is faster, unit combat and movement is pretty much the same. Since Great Generals are combat and not time dependent, they shouldn't be affected from the quick tech setting, but they probably are. It's not a show breaker though...Terkhen said:I don't think that the Great General emergence rates have been modified from vanilla BtS... I have always thought that it is a bit slow, but it does not feel slower than in BtS or other Civilization IV mods. As I mentioned earlier in this post, 0.4.0 will include civic changes which will allow to squeeze a few more Great Generals.
It's possible that it's a side effect of the quick tech setting. While research is faster, unit combat and movement is pretty much the same. Since Great Generals are combat and not time dependent, they shouldn't be affected from the quick tech setting, but they probably are. It's not a show breaker though...
Terkhen,
Have you given any thought to revisiting leader traits? Or is that closed?
I'll post some thoughts on the leaders in a couple days, after I finish the Tya Kiri game.
Also, about your Elohim monk changes--have you considered adding the pilgrimage mechanic from Magister modmod? It makes devouts/monks pretty fun to use as supplementary spellcasters.