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King
- Joined
- Oct 6, 2007
- Messages
- 888
Things I like and just might steal 
This is an interesting change and I do like it, although it could prove to be overpowering.

Pretty overpowering, I'd prefer a + 1
bonus instead since the river could be used more for trade than for water.
You don't mind if I take some for MEM, do you?

A Definite "duh" change imoUnit changes:
-Lightbringers have better results from tribal villiages, both for thematic reasons and so the Malakim don't start without a unit with this ability.
Spell changes:
-The magic tech tree was shuffled around a bit. Knowledge of the Ether know leads directly to Sorcery, which is 200 beakers cheaper than it used to be. Sorcery leads to the 4 "node" techs, which are each 200 beakers more expensive. Any of the 4 "node" techs leads to Arcane Lore, which also got a 200 beaker price cut. Also, Strength of Will's science flavor was boosted so Great Sages will prefer it over Pass Through the Ether.
This is an interesting change and I do like it, although it could prove to be overpowering.
I like all of these as well.Building changes:
-The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.
-The City of A Thousand Slums is enabled by Taxation instead of Engineering.
-All Palaces grant a city defense bonus to the capital. Most grant a flat 25% defense bonus. The exceptions are: The Chizlev palace gives only +20% defense in that city, but also gives +10% defense in all other cities; The Illian palace gives +40% defense in the capital, but all other Illian cities suffer -10% defense; The Archos palace gives +30% defense; The Infernal palace gives +60% defense in the capital, -25% bombardment damage in the capital, and +10% defense in all other cities; and the Mercurian palace gives +50% defense in the capital, -50% bombardment damage in the capital, and +20% defense in all other cities.

A good defensive building was needed, maybe add a wonder that grants Castles in every city?-New building: Castle. Requires Walls and Military Strategy, costs 200 hammers. All-purpose defensive building that gives the following benefits: +25% city defense, +25% bombard defense, -20% war weariness, -15% maintainence, +10% military production, and allows 1 Engineer. Double production speed for Defender leaders.
-Aqueducts give +1 food from river tiles, which does a lot to justify their hammer cost.
Pretty overpowering, I'd prefer a + 1

Again, all solid ideas. Very well implemented.General changes:
-New resource: Stone. Production resource connectable with a quarry. The following buildings build faster with Stone: Aqueducts, Castle, Courthouse, Governer's Manor, Dungeon, Monument, Shrine to Kylorin, Walls and Palisade.
-Marble is now a luxury resource and is revealed by Masonry.
-The Remnants of Patria provide Stone.
-The Yggdrasil gets +2 food from Tracking instead of Way of the Forests, so that Agnostic civs can get a bit more out of it.
-The tile yields of worked Ivory and Whales were improved a bit to make these resources a bit more desirable in a city's fat cross.
-Oasis tiles no longer slow movement or block vision.
-Industrious no longer gives +50% wonder production; instead it gives +1 hammer on tiles with 3 or more hammers.-The Goblin Wastes, Library Fire, and Sailor's Dirge events have been disabled for now because I feel they add nothing to the game and/or are unfair. The Dirge specifically will be reenabled in the next version with the Sailing tech prereq; Goblin Wastes and Library fire will require extensive reworking before I am willing to reenable them.
-The Sickness event will only trigger in unhealthy cities (mostly to prevent it from happening early game in your capital).
You don't mind if I take some for MEM, do you?