MagisterCultuum
Great Sage
You could try going back to requiring the shrines of the respective religions.
just faking it with a Haruspex-only version of Spell Extension (should look indistinguishable from the original if I do it right).
...Empyrean/Esus had been founded already before anyone could join the councils.
That one I'll have to concede. "Defensive" was originally due to the theory that they were "defending the nest", but their actual play-style has ended up with them being more aggressive anyway. I may have to devise a new trait altogether for Daracaat - probably something animal/spider-boosting. "Wild" sounds like a good name...
Hmm, Vehem, how about saving yourself all the trouble to balance a new trait and give them Aggressive? Or maybe create a "Wild" trait that gives +1 moves and Pillage ability to spiders and Combat I to recon units? And perhaps double production speed of Dark Weald? Could try to think of more stuff if you want any more opinions on the subject.
I was thinking: Animals gain the ability to pillage, and pillaging gives experience equal to half the base value of gold (so half of whatever gold you'd get if you didn't have the raider trait or conquest civic). Then allow baby spiders to automatically grow, if they do not already, at maybe 20 experience, in addition to a chance after successful combat.
Of course, this is way more work than just creating a new Aggressive trait for recon units, which may be enough alone.
but the idea that they would send their baby spiders into neighboring villages to rampage and feast in order to get big and strong
A simpler option may just be to have Baby Spiders with a very small chance per turn to mature without needing combat, or to raise the chance from combat a little.
Couple bugs, not sure if either of these have been reported before: The Archos' starting Baby Spider doesn't have Hidden Nationality, not sure if their nest spiders do or not.
Actually, I just installed it and played my first game of FF (at least since the .30's), and the explorable lairs were most definately not working. I installed FF over Marnok's mod, if that would make a difference.Is it just me or is the Explorable Lairs part not working in release 33?
In the game I just finished, it didn't work for villiages or animal lairs, but I didn't come across any skelly/lizzie lairs. Maybe those are the only explorable ones now?well, it works for lairs but not tribal villages. Was that how explorable lairs was several versions back? I don't remember.