Fate of the Kahdi

Valkrionn

The Hamster King
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So. As I've said before, the Kahdi were slated for removal.

Finally got around to doing it. :lol: They remain (kinda) as an Amurite-specific event; It will not fire in every game, can only fire once if it does (not happening to multiple Amurite empires), and cannot fire in your capital, so don't worry about losing that particular city. :p

Now, for the details....


  • Requires Sorcery, Amurites, non-capital city.
  • Can only fire in 1/3rd of all games, but will fire immediately if it is available.

Event Description

  • "A charismatic leader known as Kahd has risen in %s2_city! He demands the freedom to pursue his research, and the populace is backing him."
    1. Take care of him. Now.
      • 20% "Sire, we have captured Kahd! He shall languish in our dungeons."
        • Nothing happens; Kahd is captured.
      • 30% "It was a difficult fight, but we have captured Kahd, sire. Unfortunately, the populace chose to back him, so they are... displeased with this outcome."
        • Hurry anger in the city; Kahd is captured, but the populace sympathizes with him.
      • 40% "Sire, we have lost control of the situation! Kahd has gained control of the city, and is attacking our armies!"
        • Kahd takes over the city, spawns as a hero (with Mammon WS effects), spawns a Gate and the Monument of Avarice, a small army of summons (~10 units, Thades and Psions), and declares war.
      • 10% "Sire, we have lost control of the situation! Kahd has gained control of %s1, and has managed to push us out of the entire region!"
        • Kahd takes over the city and all others (excluding the capital) within 4 tile radius, spawns as a hero (again, Mammon effects), spawns Gate and Avarice, a small army of units in each city claimed, and declares war.
        • This is the 'Big Bad' option; Considering having it allow you to take over the new 'Kahdi' (Amurite, actually) empire.
    2. Allow him the freedom that he requires.
      • Kahd takes the city, spawns as a hero (Oghma spell effects), weaker summons (Thades and Gnoslings), and a Gate.
      • 70% "Sire, Kahd has assumed governorship of %s1."
        • Kahd becomes your vassal.
      • 30% "Sire, Kahd has assumed governorship of %s1, and proven himself to be a capable leader."
        • Kahd becomes your teammate.
    3. Allow him the freedom that he requires, but maintain control of the situation.
      • "Sire, Kahd has funneled all of %s1's resources into his project."
        • City remains under your control, gains a Gate, but also gains the "Kahd's Project" building; Reduces Hammers and Commerce in the city by 75%.

Each option has help text with short descriptions of possible outcomes, so you can weigh your options. The AI is set to favor the second choice.

So... Thoughts? Questions? Complaints? The Kahdi civ will not be revived, so that's not a valid complain at this point. :p
 
I like it, would like the option of a take over of the Kahdi Empire though, it could be a game ruining event otherwise. You really shouldn't be able to shoot yourself in the foot with out at least a fun option as a way out.
 
I like it, would like the option of a take over of the Kahdi Empire though, it could be a game ruining event otherwise. You really shouldn't be able to shoot yourself in the foot with out at least a fun option as a way out.

That's why I'm leaning towards having the 'Kahd takes over the region' outcome allow you to switch over to Kahd, honestly. It is a bad outcome, but being able to switch could make it quite fun. ;)
 
You could also make Kahd an alternate leader for the Amurites, rather than keeping his entire civ around. About the only unique thing about the Kahdi is Kahd and the Vault Gates, both of which can be made exclusive to a leader fairly easily (just look at the Scions).
 
You could also make Kahd an alternate leader for the Amurites, rather than keeping his entire civ around. About the only unique thing about the Kahdi is Kahd and the Vault Gates, both of which can be made exclusive to a leader fairly easily (just look at the Scions).

The issue with the Kahdi was that the vault gates were not unique to the Kahdi... They were a complete ripoff (even down to the python) of the Sheaim Planar Gates.

I'm only preserving it as far as I have because the lore was decent. Kahd will not be a standard Amurite leader, as that resurrects my principle complaint; The Kahdi were nothing more than the Sheaim unique mechanic, given to the Amurites.

Edit: And I'm aware of how to make things unique to a leader. Like I said, Kahd can build Vault Gates. ;)
 
Good point about not making him a regular leader. But if Kahd is going to be event-only from now on, then it might still be a good idea to make him into an Amurite offshoot instead of a full civ (like how Minister Koun is an offshoot of whatever civ created him). That way any balance improvements the Amurites get (like the ones in my module which I plan on releasing soon ;) ) would also benefit Kahd, rather than letting him keep his own, gimped civ and maybe having to *shudder* balance it with the others.
 
Good point about not making him a regular leader. But if Kahd is going to be event-only from now on, then it might still be a good idea to make him into an Amurite offshoot instead of a full civ (like how Minister Koun is an offshoot of whatever civ created him). That way any balance improvements the Amurites get (like the ones in my module which I plan on releasing soon ;) ) would also benefit Kahd, rather than letting him keep his own, gimped civ and maybe having to *shudder* balance it with the others.

Oh. The breakaway civ is Amurite, just led by Kahd. I thought I said that. :lol:

The Kahdi civ is completely gone; The only remnants are Kahd (leader), Kahd (hero), the Planar Gate, the Monument of Avarice, and the Planar Gate spawns. All the other UU's/UB's have been removed, as have all references to the Kahdi civilization.
 
Not to sound all purist or nothing, but shouldn't the Kahdimurites have some sort of minor drawback to offset the fact that they can build Vault Gates?

Or did the Vault Gates have some sort of tradeoff in/of themselves? I forget.
 
Not to sound all purist or nothing, but shouldn't the Kahdimurites have some sort of minor drawback to offset the fact that they can build Vault Gates?

Or did the Vault Gates have some sort of tradeoff in/of themselves? I forget.

I could give the Gate a negative effect, but honestly, it's not a very strong effect. Their were multiple complaints about just that, in fact; The gate is fairly weak.

I'm really not too worried about that. ;)
 
Valkrionn said:
Interested to hear what you have planned for the Amurites, though.

I added quite a bit, actually. Just to start, I added a couple of unique units (Siege Mages instead of Catapults, Anima Mages instead of Druids, etc.), and you can actually build towers on mana sources now (they act like a combination fort/mana node).

I'm putting the finishing touches on the docs right now. I'll probably release it tomorrow morning if I can keep myself from making any more tweaks. :lol:
 
[*]This is the 'Big Bad' option; Considering having it allow you to take over the new 'Kahdi' (Amurite, actually) empire.

I definitely like the idea of giving the player the option of taking over the new "Kahdi" empire. It would be the only way of playing Kahd, for those people that like him (I never did, personally... :)), and I don't think you should be able to be completely screwed over by a random event, without some option to lessen the screwage...
 
I always liked the Kahd, however while I wasted time waiting for them to be made into something truly unique I newer got to play them. And now they are gone forever.

Requiescat in pace


PS. So yeah, give us the option to take over of them.
 
Wow!
Can't wait for that module >.<
 
I added quite a bit, actually. Just to start, I added a couple of unique units (Siege Mages instead of Catapults, Anima Mages instead of Druids, etc.), and you can actually build towers on mana sources now (they act like a combination fort/mana node).

I'm putting the finishing touches on the docs right now. I'll probably release it tomorrow morning if I can keep myself from making any more tweaks. :lol:

Well, that sounds interesting. Does it use much python? If so, what files? Should be able to make it completely modular after 1.3 is released. ;)

I definitely like the idea of giving the player the option of taking over the new "Kahdi" empire. It would be the only way of playing Kahd, for those people that like him (I never did, personally... :)), and I don't think you should be able to be completely screwed over by a random event, without some option to lessen the screwage...

Yeah, during testing I was royally screwed. :lol: Prompted me to drop that event down to 10%, upping the "Unrest" event.

Basically, had placed a bunch of cities, the majority of them more than 4 tiles from each other. But the event (naturally) chose the center city... Which was JUST close enough to the rest that I was left with just my capital. Ouch. :eek:

That particular option can be painful, so taking over Kahd would definitely make it less so.

I always liked the Kahd, however while I wasted time waiting for them to be made into something truly unique I newer got to play them. And now they are gone forever.

Requiescat in pace


PS. So yeah, give us the option to take over of them.

Eh. You can still play them in 1.23, after all.

And I'll work on allowing you to take them over after finishing "Dynamic Mutation". Will see how much you people can get from that. :lol:
 
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