Terkhen, are you planning something for underused civics?
EitB brings changes to many civics. I think that they should make other civics a viable option.
This has been part of MNAI for almost a year now...
Yes, I closed the issue when I noticed
Terkhen, are you planning something for underused civics?
This has been part of MNAI for almost a year now...
Amurites (No civilization trait)
Balseraphs (No civilization trait)
Calabim (No civilization trait)
Lanun (No civilization trait)
Luchuirp (No civilization trait)
Malakim (No civilization trait)
Mercurian (No civilization trait)
Sidar (No civilization trait)
That's because I've only played EitB until the sg (though I am enjoying more naval for when I want a more challenging sp experience).
How about changing sheelba to something else (like cha/org? Or is that taken), I've always thought that combo was weird on her.
Silly semantics on the Civ traits, as they DO have them, its just not listed as such:
[to_xp]Gekko;12240635 said:it's looking mighty fine, congrats
[to_xp]Gekko;12240649 said:just checked the leader traits, you'll want Cassiel as PHI/CRE since ORG is useless early on
[to_xp]Gekko;12240635 said:I guess you could also go with Eitb traits over Essentials ones since financial is no longer OP.
[to_xp]Gekko;12240635 said:for Elohim consider SPI/PHI Einion and SPI/ORG Ethne .
[to_xp]Gekko;12240635 said:you could also buff defensive and reintroduce it for more diversity.
[to_xp]Gekko;12240635 said:would be great to have Eitb style nox noctis invisibility ( dispellable )
[to_xp]Gekko;12240635 said:as well as changing blinding light, entangle and spores so they work correctly for simultaneous MP ( charm person style for example, with an expiring promotion )
[to_xp]Gekko;12240649 said:oh, and the upcoming eitb fix for keelyn's exponential puppet fuelled summoning. either that, or make her arcane
What about Charismatic instead of Philosophical for Flauros? Philosophical is half a trait for the Calabim, since they can't build half price Elder Councils.
[to_xp]Gekko;12241329 said:re: blinding light et al, they last for x turns. for example 2 turns for blinding light means it's active this turn ( useless in SP ) and the next turn. but when playing simultaneous MP, it becomes twice as effective ( it effectively lasts 2 turns, this one and the next one ) . it's just the mechanic used for blinding lights, entangle ( druids ) and spores ( myconids ) that due to how it works is way more effective in simultaneous turns MP. blinding light is especially bad due to it being widely available, and pretty much needs to be banned from any such games right now.
otoh, if you changed these to work like charm person ( spell adds an effect with x% chance to expire ) , they would be equally effective both in SP and simturns MP
[to_xp]Gekko;12222355 said:3) Create Battering Ram requires Doviello civilization instead of Khazad
[to_xp]Gekko;12222355 said:9) Kuriotates and Elohim start with Religion civic, Sidar with Nationhood ( instead of Pacifism )
[to_xp]Gekko;12222355 said:10) Doviello Beastmen can upgrade directly to Battlemasters with Iron Working
[to_xp]Gekko;12222355 said:11) Goblin Forts no longer start with an archer guardian
[to_xp]Gekko;12223805 said:23)Axemen/Swordsmen no longer able to get Mithril Weapons
[to_xp]Gekko;12223805 said:26)Harpy event changed to give a Great Bard for 50 gold, no unhappiness penalty
27)Removed the version of the Minister Koun event that does not grant a permanent alliance
[to_xp]Gekko;12223805 said:30)Blur loses defensive strike immunity, Shadowwalk gains defensive strike immunity
[to_xp]Gekko;12223805 said:32)Code of Junil gives commander GPP instead of engineer GPP
[to_xp]Gekko;12223805 said:34)Lightbringers don't get bad results from tribal villages
[to_xp]Gekko;12223805 said:35)Aifon Isle gives water mana, Odio's Prison gives body mana
[to_xp]Gekko;12223805 said:36)Planar Gates are cheaper with Summoner trait
[to_xp]Gekko;12223805 said:43)Creative gives cheap Theatres instead of Monuments
[to_xp]Gekko;12223805 said:44)Expansive gives cheap Smokehouses instead of Harbours
[to_xp]Gekko;12223805 said:47)The Draw requires Shamain, and Winterborn gives +25% vs Frostling racial
[to_xp]Gekko;12223805 said:I believe you have Valledia still at ARC/ORG? she's inferior to Dain especially with the higher bulb priority for Sorcery and Strength of Will, so she does need a boost, either Eitb's Ingenuity or some other weaker trait.
[to_xp]Gekko;12241348 said:Monks could start with Mobility 1, if you have imported the eitb buffs for paramanders and crusaders, they become even less worth building.
[to_xp]Gekko;12241348 said:and you could take a look at some of the other modmods like lone wolf's, paradeigma, acetum cucumbis and tweakmod. for example Tweakmod's change to give nomad a small fire resistance to let units walk through flames is pretty cool, especially if obsidian plains are brought back.
[to_xp]Gekko;12241348 said:oh, and of course the reenabling scoreboard powerratio thingie please
[to_xp]Gekko;12241485 said:did you check the changelog for upcoming eitb 10? some good changes there, for example hero giving free upgrades for grigori.
[to_xp]Gekko;12241485 said:did you change mistform AI to animal so they don't choke civs to death?
is passive XP and Sanctuary scaling with gamespeed ( from eitb ) in? that's sweet, would be great to expand it to hero as well ( something like 2 xp on odd turns on quick, 0 xp on odd turns on epic for example ) .
[to_xp]Gekko;12241513 said:re: blinding light. did you just keep the current mechanic and change duration to 1? I think that will make it useless for non simultaneous turns ( including SP ) though, since they can't move anyway while it's active.
[to_xp]Gekko;12241513 said:re: no mithril axes. with mithril they become strictly better than champions, due to much cheaper cost and small strength difference. you could consider letting pyre zombies use mithril since they lack t3/t4 melee.
[to_xp]Gekko;12241513 said:re: blur/shadowalk. shadowwalk is useless since no one builds walls etc anyway. blur on the other hand is excellent. seems right to make the more uncommon ability ( DS immunity ) at t2 to balance em out.
[to_xp]Gekko;12241513 said:re: lightbringers. yes, makes them a good but expensive scout with spiritual. mostly a flavour change.
[to_xp]Gekko;12241513 said:re: aifon isle/odios prison. it's from Pazyryk's unique features plus: http://forums.civfanatics.com/showthread.php?t=368642
excellent module, consider merging it alongside with the tower of eyes UF
[to_xp]Gekko;12241513 said:re: planar gates. just give them a price discount a la eitb then, they're way too expensive for what they do.
[to_xp]Gekko;12241513 said:re: expansive. cheap lighthouses and harbours would work, with something else for Organized instead.
[to_xp]Gekko;12241513 said:re: powerratio. if you're using advanced tactics you can see them with an embassy. if you're not using it, you can't see them ever. since if you don't like that you can just disable it via BUG options, I see no reason for blocking it for everybody.
[to_xp]Gekko;12241513 said:re: hero free upgrade. it makes the units with hero promotion upgrade to higher tiers for free, which is mostly for grigori adventurers.
defensive trait needs boosting...my idea- -50% from collateral damage - catapults with 60% collateral dmg do only 30%. vs defensive trait.
[to_xp]Gekko;12241750 said:you could merge it with vanilla's and give it drill1+city garrison1 to archery units, and it'll be pretty good to have.