Fall Further - Download and Current Changelog

The thing I expected people to complain about (and I don't think anyone has caught on to yet) is that animals aren't Hidden Nationality anymore. So once again, having HN units is SPECIAL, and considerably harder to harrass your neighbors with.

Yeah, but animals haven't relly been hidden nationality since the shift to .40. Most of the animals that I have captured (save spiders) already have declared nationality.
 
But that means building Nature's revolt is counter-intuitive, the only reason to build it is so that you can capture animals again, but now you aren't allowed to even attack them.

Maybe you gain control of the animals, or something? Otherwise yes that certain aspect would be kinda gone.
 
But that means building Nature's revolt is counter-intuitive, the only reason to build it is so that you can capture animals again, but now you aren't allowed to even attack them.

Nature's Revolt makes there be a lot of animals quickly, some quite likely in the territory of other civilizations (since they were being attacked by Barbarians or may have been at peace with them). It also allows animals to spawn in your territory, which means they can freely wander into your neighbor's land and harass them. And of course, it means animals leave you alone :)
 
But that means building Nature's revolt is counter-intuitive, the only reason to build it is so that you can capture animals again, but now you aren't allowed to even attack them.

The only reason you'd need to build it to capture animals again is if animals were are in short supply. They're not anymore. It's counter-intuitive to perform a ritual to create a whole load of strong animals just to fill up your menagerie. Having a ritual to side with and strengthen the natural kingdom against the other civs seems a little more feasible, especially for a druid-using civ...
 
I posted this in another thread but it makes sense here as well! Let me know what you think.

You know what would be a really nice perk for the dwarves, now that everyone else is getting some? I got 2 in mind actually.

1. They have a higher chance than anyone else, for finding resources in hills.

2. Their cities can work mountain tiles and mountain tiles give hammers and or gold. This could come later after a specific building has been built in the city (mining camp).

This would help lend a hand towards dwarven lore and dwarven players wouldnt be punished so bad for choosing hilly terrain. Especially flavour starts. This almost makes them more unique than the other races and they will ten to stick to mountains and hills.
 
So you'll be incorporating FiRe into this mod? Sounds good.

Also, I noticed in the changelog you mention "non-resource-oriented guilds" to come. How about something modeled on Blackriver Recorporations? (It's from Alan Moore's classic Swamp Thing story arc from 20-something years ago -- you can look it up.) I think if nothing else, it's an inventive name.
 
Great changelog, I cannot wait fot the 044.

I doubt and some ideas.

How will the master equipment mechanic work? All civs will have acess to them? If not wold be interesting to let allied civs to buy your equipments in the cities where the master building is located? Or even better, if you could gain XP in your allies cities buildings.

Some ideas:
1) Liberator promotion - the unit with this promotion has +40% against cities whose culture is 50% or more yours. For example, a calabim liberator would receive a +40% attack bonus when attacking a elohim owned city whose culture is 80% calabim (maybe a malakim only promotion).

2) Axis of this World - World Wonder. Can only be build by a civ without State Religion. The city where the Axis is built can produce any unique unit from any culture you and your allies have in your civilization. This wonder would be build with culture points, not with hammers. It could be a new type of wonder, cultural wonder. If the city is destroyed, or you adopt a State Religion the Axis is destroyed and can be built by other players.
 
143. Workers are able to complete build tasks from game start, but at 10% of normal rate. Normal rate available with the usual required tech.

So, does that mean that you will be able to build, say, lumber mills from the start of the game, but they will build really slowly until you discover Smelting?
 
Avatar of wrath is now truly immortal, but where will he spawn whence killed?

Also, is Mishabber going to be truely immortal as well (being an avatar as well), partially immortal, or unchanged? How bout Mithril golem? I suppose they could re-spawn in their respective holy cities, and furthermore lose immortality if their holy cities are razed, perhaps?

Yes, many questions......
 
Yes, it means you can build lumbermills and everything else form turn 0. It just takes bloody good and well forever. But if you have 3 workers doing the task then it isn't TOO horrible. It also means you can cut forests and clear jungles from the start of the game (albeit, slowly). It is still quite a good idea to get Agriculture and Education at the start of the game, but I've had a few times where only 1 tile was really decent for a farm, so I skipped Agri and went straight for KoTE like I normally do :)


Any Immortal unit which doesn't have a valid capital attempts to respawn at the tile it was created on. If there is an enemy unit on that tile, then it cannot respawn and simply dies as if it were not immortal. Thus if you are lucky and just HAPPEN to have a unit on the Avatar's tile when you take him down the first time... bonus for you. However, if you are NOT lucky, due to his high movement score and tendancy to clear large sections of the map of any living units, it might take you a couple dozen tries to figure out where he is popping up at :evil:
 
I love your chanage to workers. I often have the obcene ability to produce workers every 1-3 turns fairly early on, and no real reason to use it...

Now. I have use for my monsterous number of workers ^.^
 
Current Version Changelog

Version 044 (Unreleased)
143. Workers are able to complete build tasks from game start, but at 10% of normal rate. Normal rate available with the usual required tech.

Excellent !
 
The thing I expected people to complain about (and I don't think anyone has caught on to yet) is that animals aren't Hidden Nationality anymore. So once again, having HN units is SPECIAL, and considerably harder to harrass your neighbors with.

This is one more thing that promotes te value of CoE! I don't see why someone would complain about it. I think it is a good change.

I expect people to complain about demons spawning in any hell terrain. But please do not change it! At last, there is a meaning to use sanctify, which was pretty useless before!
 
Yes, it means you can build lumbermills and everything else form turn 0. It just takes bloody good and well forever. But if you have 3 workers doing the task then it isn't TOO horrible. It also means you can cut forests and clear jungles from the start of the game (albeit, slowly). It is still quite a good idea to get Agriculture and Education at the start of the game, but I've had a few times where only 1 tile was really decent for a farm, so I skipped Agri and went straight for KoTE like I normally do :)

Great people! Really great! :thumbsup:
 
AI does fairly well from watching them in AutoPlay mode. Previously they would fail to research Education, their economy would tank, and they would die. Now, it is pretty rare that I find them in STRIKE mode when I check up on things, so I can only assume they are doing decently. :) (decision on what to build does factor in time to build it slightly IIRC, and I did add consideration of knowing the discount tech. But overall how the AI improves its land is one of my pet projects on the side right now, in an attempt to solve the over-fort issues and the general failure to plan properly)
 
AI does fairly well from watching them in AutoPlay mode. Previously they would fail to research Education, their economy would tank, and they would die. Now, it is pretty rare that I find them in STRIKE mode when I check up on things, so I can only assume they are doing decently. :) (decision on what to build does factor in time to build it slightly IIRC, and I did add consideration of knowing the discount tech. But overall how the AI improves its land is one of my pet projects on the side right now, in an attempt to solve the over-fort issues and the general failure to plan properly)

Awesome. So long as it doesn't handicap the AI, this will be an amazing improvement. :goodjob:
 
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