FF 0.43 Wishlist

excuse me for my utter ignorance but what IS the "core of the subtle" ? :D

anyway. I really liked that thread in the general ffh forums a while ago about getting food from trade routes to simulate, well, food trade ( something that is utterly missing in civ4 ) . lots of very nice ideas there. I think that another thing that should be present in the game is migration. some ideas:

1) cities that are growing into unhealtiness/unhappiness could have a chance to have some population pack up and go live somewhere else more comfy ( a small city with no health/happiness issues ) . this could be automatic or done with some other mechanics that I'll suggest in point 2)
2) aside from spontaneous migration there could be the possibility for the player to choose if he wants to move some population in another city for whatever reasons he may choose. this could be done via the city screen ( lose 1 pop in city A, gain 1 pop in city B ) , or via units. for example you could create a "commoner" unit that causes the city that produces it to lose 1 pop, and then you can sacrifice the unit into another city to gain 1 pop there. or you could just make settlers gain an ability that allows them to get sacrificed into a city to gain population. you could also let workers be sacrificed in a city to gain a citizen specialist ( 1 hammer ) . I guess that there should also be a cap to the amount of population that you can add in a city in a short span of time in order to not have a city built on turn X be population 25 on turn X+1 of course :D ( think a "cooldown" similar to the one for sacrificing population with slavery )



completely unrelated: the way the "hero" promotion works right now in FFH2 seems a bit too simple. let me explain: spellcasters automatically gaining XP over time are just fine. but having a hero that's supposed to be a melee figther gain XP just by sitting in a city and drinking punch seems silly. these guys should be encouraged to get out and get their hands bloody imho. so basically the Hero promotion is fine as it is for spellcasting heroes , but IMHO combat-oriented hero should get a different hero promotion that boosts the xp they get from combat. that way they still gain XP fast and develop into the nice killing machines they are supposed to be, but they can't just hang around get XP from that :D
 
sorry for the double post, and a big sorry for all the multiple posts above of course :lol: . here are a couple of ideas I had some ideas ago that I'd like to share with the FF guys ( :D )

1) "I think the goblin fort mechanic is great and lots of fun, but goblin forts seem to be too common. some more variety would make things a lot more interesting. orcish villages, spider caves, troll lairs, the list could go on forever.

and another fun thing would be to have lairs not always spawn identical creatures ad infinitum, but creating them with a random promotion, and even different creatures ( like barrows not spawning ALWAYS skeletons, but spawning a wider variety of undead etc. of course, the more powerful varieties should begin spawning after a while )" -> btw this would go very well alongside Imuratep's suggestion ( http://forums.civfanatics.com/showthread.php?t=296346 ) for a wider variety of barbarians ( i.e. no more barbarians always being orcs which is boring after a while )

2) "my gripes with Armageddon and Hell Terrain:

ok, the way hell terrain spreads right now ( first AV, then evil, then neutral, good is immune ) makes sense but I think it could get a tweak from a gameplay perspective... what I don't like here is that good civs are supposed to be the guys that want to get out there and fight against evil, but since they are immune from hell terrain they can just merrily sit there and watch evil civs get overwhelmed with hellish lands. so evil civs get punished for being evil while good civs get rewarded for being good basically. the only guys that get something out of raising the AC are the sheaim, and even for them the benefit is not as huge as you would like...

so I like the way that hell terrain spawns to evil territory first , but I think that preventing the advance of hell should not be a reward just for being good, but for being order ( and maybe empyrean ) . AV civs should get bonuses from hell terrain imho. that way good civs would have a good reason to go order and cleanse the world of evil, and evil civs would have a good reason to "sell their soul to the devil" and go AV. I think this would boost the feeling of "as the end of the world gets closer, you are encouraged to take sides, be it good or evil" and give more conflict and epic battles in the endgame.

btw, mercurians getting angels from good units and infernal getting manes from evil units are another thing that makes a lot of sense but isn't really good gameplay-wise imho... it works great with the AI as they will try to get allies to get involved in wars, and those allies will have units dying and providing them with angels/manes. but in the hands of a human player, it means that mercurians will get a lot of angels by killing GOOD civs while infernals get lots of manes by killing EVIL civs. I guess these two should be switched around. think Basium "redempting" evil units and giving them a chance to purge themselves of sin by aiding in the war against hell, and Hyborem corrupting good units and using them as infernal beings to help into his wicked plan :D "

3) "one issue that I've noticed in FFH2 is that most games end up dominated with just a couple religions ( usually FoL and RoK cuz they come early ) . this makes things a bit dull cuz of A. not enough religious conflict and most important B. if there are no AV civs around ( as is often the case if the sheaim are not in the game ) the end game gets really stagnant, which is quite obvious since with no AV spreading the AC ( which was designed primarily to address late-game stagnation and keep things fun as long as possible ) doesn't go up and civs are just shaking hands or barking at each other.

this is due to the AI still using vanilla mechanics for religion, but religion in FFH2 is TOTALLY different.

suggestion: make the AIs a LOT more willing to adopt religions they found. they should also take into account if they own the holy city for a religion, and even more so if the holy shrine has been built there. this will mean a lot more variety in practiced religions and make sure that things stay fun and don't drift into a RoK+FoL world :) "
 
[to_xp]Gekko;7387431 said:
excuse me for my utter ignorance but what IS the "core of the subtle" ? :D

It was one of FFH's older wonders that made your workers invisible as long as they stayed in your borders, along with granting free Great Engineer points (which was great in the early game before you could found Runes and build the Mines of Gal-dur). IIRC, it was removed because of concerns that workers could be used to spy on enemy cities, but now that we have Nox Noctis (which does that for all units), there's little reason not to bring back Core of the Subtle.
 
IIRC, it was removed because of concerns that workers could be used to spy on enemy cities,

How? You can already see all tiles within your borders and then some, and if they leave they become visible.
 
[to_xp]Gekko;7387477 said:
suggestion: make the AIs a LOT more willing to adopt religions they found. they should also take into account if they own the holy city for a religion, and even more so if the holy shrine has been built there. this will mean a lot more variety in practiced religions and make sure that things stay fun and don't drift into a RoK+FoL world :) "

I agree with the first part, no so sure about the 2nd part. Had a recent game in normal ffh where the light elves(who were running order), declared war on the shiem, who had founded the AV, took the AV holy city, and then switched right over to AV. I took that from them about 20 or 30 turns later, causing them to swap right back to order. This random religion swapping based merely on which holy cities they have + what religion most of your cities have is somewhat silly(and their alignment was flying all over the place).


2nd comment, guessing this has been proposed before, but with broader alignment, is there any way to have religion have a more gradual effect on your alignment, rather than one big jump when you first adapt it? I know this is somewhat implemented by some units giving a align boost/loss when you build them, but with av and order, you still get huge jumps on that turn(which can be abused, as with one game I switched over from runes to order about 2 turns before the av hit 75, just to prevent hell terrain from entering my land)
 
The intention is that when we sit down to overhaul Broader Alignments to make it actually work the way it feels best to do so, that there will be lots of "per-turn" modifiers. So religion and most civics would have per-turn adjustments. Might even make a certain degree of per-turn adjustment be required for some civics (so you don't have to actually be completely evil/good when you adopt them, you just have to be heading there quickly, and if you are just "Maintaining Alignment" by balancing your per-turn levels, then you aren't dedicated enough to use that particular civic)
 
The intention is that when we sit down to overhaul Broader Alignments to make it actually work the way it feels best to do so, that there will be lots of "per-turn" modifiers. So religion and most civics would have per-turn adjustments. Might even make a certain degree of per-turn adjustment be required for some civics (so you don't have to actually be completely evil/good when you adopt them, you just have to be heading there quickly, and if you are just "Maintaining Alignment" by balancing your per-turn levels, then you aren't dedicated enough to use that particular civic)

That would be amazing... wouldn't see civs flip-flopping around so much.
 
When I first see Scorch spell I was curious when to use it, but now It's my favorite spell .. :) -25% defense for enemy units is cool, especially if you turn all plots around your settlement (not city) to desert ... :)

Can be Scorch spell (Sun I) improved in next release? :D
- turning grassland to plains
- when turning plains to desert also remove forest
 
That would be amazing... wouldn't see civs flip-flopping around so much.

When BA is satisfactorily up-and-running several events will probably be added to the Scions.
 
1) a new game option similar to "all unique features" but for all unique barbarian units ( great apes, leviathan etc. ) would be quite cool. :)

2) a couple more victory conditions? I think the game right now misses a diplomatic victory and an "armageddon victory"

vanilla style diplomatic victory doesn't fit FFH though due to Erebus being a world torn apart by wars between good and evil. so I thought about something like: both councils get a resolution which is basically the same as vanilla diplomatic victory, but that's not enough to win. you have to get EVERY civ to either be wiped out or vote you as winner.

so, after you win the resolution, all council members basically form an alliance, then they have to go out to get the remaining civs to either join the council and vote the winner, or be destroyed. this would work for both councils obviously and it should be quite fun in causing massive Overcouncil VS Undercouncil wars :D

for an "armageddon victory" , I thought of something like an evil counterpart to the Altar of the Luonnatar : a "world ritual" ( i.e. a ritual that only one player can have, like world wonders ) that "channels" the power of Armageddon so that it shields the building civ from it and buffs its effect on all the other unfortunate guys. which would result in an "Armageddon victory" where everyone but the winner is wiped out, eheh. it should be buildable by evil civs ( and maybe neutrals ) , and send out a warning like Curse the Lands when someone starts it, so that you can prevent others from completing it. if you complete it BEFORE armageddon ( AC 100 ) kicks in , you win as soon as Armageddon happens. if Armageddon happens before the ritual is completed, you win as soon as you complete it ( basically you're tapping the reverberating power and casting it upon your opponents )

3) being able to de-settle GPs would be nice. to keep things as simple as possible it could be done so that if a GP gets de-settled, then it can only be settled afterwards ( i.e. no golden ages, rushing wonders, bulbing etc. ) . although, to make it more interesting one could also make it so that a de-settled GP can still do all of his regular activities ( bulbing, GA etc. ) BUT with a reduced effectiveness depending on how long he/she has been settled ( i.e. if you keep a GP settled for 50 turns and then desettle and use him to bulb, you only get 50% the beakers you would have got normally, etc. )


4) in case my above idea about migration was interesting, I found a modcomp by TheLopez that does something similar, might be worth checking out ( http://forums.civfanatics.com/showthread.php?t=173972 ) it seems really well done.

5) Moctezuma's Influence Driven Wars modcomp ( http://forums.civfanatics.com/showthread.php?t=188007 ) is awesome and would be great to have in imho ( alongside Fall into Revolution, of course ;) )
 
snarko's option mod updated to 0.34H ... now if this gets into FF, I'll be the happiest guy since the invention of happiness itself :D
 
I'd love to see FiRe in as a game option once it's a bit more complete...

Hear hear! The Revolutions mod is the one thing I miss from non-FFH2 civ. Not to everyone's taste but IMO it makes the game 10x better.
 
a couple more ideas:

1) I've been playing with the hidden gameoption that makes it so that buildings don't get destroyed when you capture a city and it's great. I'd love for this to be normal, and have a chance to destroy buildings tied to siege bombardment instead ( i.e. you take down fortifications, but you damage the city a bit - makes sense to me )

2) animals being able to enter cultural borders would be fun as well. suddenly you have to keep them bears from eating all the livestock from your pastures, and kill wolves before they eat your unwary workers etc. :D maybe as a custom gameoption?
 
would it be possible to NOT let automated workers build forts? that would be sweet! they always waste a BFC tile right now, and it's annoying. forts are good only when they are wisely placed, something that an AI obviously can't do :D ( although the best solution would be to let them only built forts at suitable chokepoints - that's more complicated of course )
 
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