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Faction: The Wasteland Tribes

Discussion in 'Civ4 Fallout: Tame The Waste (FTTW)' started by Lib.Spi't, Jan 24, 2015.

  1. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    Discuss the Tribals

    Leader:
    The Great Elder


    Strengths:
    Expansion
    Security (Culture)
    City Maintenance Costs
    Combat Vs Animals

    Weaknesses:
    Technology
    Combat (Particularly Ranged)

    Uniques Qualities:
    The Blackfoot Tribe (First of Caesar's Tribe) [Combo Soldiers/Radiers, Ranchers, Native Americans]
    The Iron Rivers/Lines Tribe (Hand Cart Nomads following the railroads of old, peaceful)
    The Twin Mothers Tribe(Agrarian, Pacifists, Mountain Carved Dwellings, Vault 29, Robots built Home, Worhip Nature Goddess Diana)
    The Sorrows Tribe (Peaceful Hunter/Gatherers, Yao Gaui Gauntlet Hunter, Domesticated Gecko, The Bitter Drink(Healing), Cave of the Father Sacred location.)
    The White Legs Tribe (Scalp Victims, Scavenged Old World Tech Weapons (Sub Machine Guns, Rifles, Explosives), Raiders, No Production Skill, Storm Drummer Warriors (Tommy guns), Destructive, militaristic lifestyle based off of strength and combat acuity, Light Bringers(Grenadiers), Pain Makers(Melee, Posion, Throwing Tomahawks), Bone Breakers(Tough, 'Unarmed' Fighters), )
    The Daughters/Vipers of Hecate Tribe (Slavers, Poisoners, Enemies afflicted by 'curses' such as sickness and Crop Failures)
    The Twisted Hairs Tribe (Scouts, Raiders)


     

    Attached Files:

  2. sir_blaze

    sir_blaze Chieftain

    Joined:
    May 21, 2016
    Messages:
    48
    maybe give these guys either a small health bonus or a food bonus to show that they're more intune with the land today this would help with their expanison especially if by late game they wont have any powerful special units just the possibility of masses of them
     
  3. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    Yeah, another alternative is some kind of better/different food improvement, that is either more productive or cheaper or (insert concept here).

    Another thing I keep thinking with these guys is some kind of trap system. (or perhaps a trap system in general)

    These would be immobile, invisible, defence only, suicide units (if the concept works, haven't tested it yet) so they only strike once each and die, but you could have a whole set of different traps to attack different targets. Or they could have gardens that spawn a dangerous plant for defence like the shamans garden in F2.
     

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