Ffh Nes Ii

Yeah, I actually loved making an impression that I would attack you guys :evil:, but I had bigger fish to fry, starting with certain undead influence in a certain forest (not approved by death, mind you) which you guys never shall know about because I like being a jerk(y) and all the weird stuff and being incoherant and I am sure you aren't following this but what the heck do I care type of things. Sorry Master! I needed to kill those villagers to fund my missions :p
 
Just one measure?
 
Well if he's planning on doing what I'm thinking then, yes just one measure. I however plan on having multiple options.
 
We haven't even gotten our stats yet and I am already curious about the next update
 
thx for the tip

yes, getting people to take care of it is good. Although I am worried that you may try to umm... Enslave them or something.(That's your cue Orange!!!!!)
 
Anyway, since no one else has mentioned it...

The granary change. I'm not sure what you're trying to do with it... right now, you're making them less useful for large cities, but more useful for small ones. Why?

Plus, it sounds like you've ditched the requirement of needing them in every city. I liked the idea of needing to make a concerted effort to get any benefit.
 
let's say we had a population 8 city looking to go to 9. costs 81 food. old system if u had a granary in every city, you get back 41 food. new system: instead of spending 81, you spend 49 saving 32 food. by the numbers, the old system is more beneficial. i wasn't planning to build granaries for long time as it was. now there's no reason to waste the money on something you don't necessarily need that gives you even less of a return
 
Well, on the other hand, if you're going from a size 4 city to size 5, the "old" difference was 25/2=12 food saved. The "new" one is 25-9=16 food saved. So for smaller cities, it's actually more beneficial.
 
There's a lot of factors involved but I would think this general rule would hold true.

Old Granaries: Better for 1 city empires with big cities (over size 8)

New Granaries: Better for empires with many small cities. (in most cases empires with even just 2 cities are better off with these)

Also, new granaries are slightly more gold efficient, you only need to build it in the city being expanded.

It is kind of weird though that the new granary become less useful as city size rises, instead of more useful.

Another interesting fact is the mechanic used (if this is intentional) - the old granaries make you pay full growth cost, and then get a discount back while the new granaries let you just pay a discounted price right off the bat.
 
So, was my artifact never completed? Or can it still be completed? If artifact can still be claimed, any of suppliers have "right" to do so, Brond Minyature said so... Ofcourse everyone else are welcomed to try :)

My only goal was let nations spend as much money as possible on me.

What happened with children and their parents? Were they accepted?
 
Children and their parents left with the elves... what happened to them exactly is hard to determine for outsiders- moslty all people know is that they were spirited away on a elven galley and thats the last any outsider saw of them.

Regarding granary: I want them to not be less effective but i also want:
1) a mechanic i can add to with other buidings like this (ie- smoke house etc).
2) city specific (but orange says he likes having to make a civ-wide effort).

anyway- granary change won't take place until those with granaries have their say (ie- suggest a workable alternative)

i.
 
Is that the original graphic from CivI?

What's the carrot for?
That's Dominions 3 graphics for the Behemoth, an undead elephant...
The carrot is a clever countermeasure weapons.
It seems very likely that opponents may try to lure the elephants by sending decoy bunnies all around, which would send the elephant zombies chasing after them instead of following the bunny on the stick. By using the carrot, decoy bunnies will try to grab it and remain in front of the elephant and be trampled without ruining their perfect organisation.
 
Hooray for my watery brain-holes! We shall live to fight another 15 years!

Cheers to all the psychopaths (except LDi - you can go right to hell :ar15::satan: :lol:) you made for a very interesting century.

So, my idea of using the Tomb of Sucuellos didn't work out as planned. Anyone else have any great ideas?
 
To me, a bonus for a civ-wide effort is justified by saying that it allows for one city to compensate for another in case of a long-running drought or something, instead of requiring a city to work only with it's local food supply and storage. Plus, it makes a person have to make a concerted effort to get the large bonus that the old-style provided (especially at larger sizes of city... say, from 11 to 12, you save 72 food - compared to the 44 of the new-style).

As for an addable mechanic, well, it depends on whether you want to make the other buildings be just as effective as the granaries or not. Perhaps they could do as you suggest for the new style, and lower the "civ-growth pop" by one. Or maybe they could require rather high pop limits and then just reduce the food amount by a fixed amount.

EDIT@hbar: actually, I do have some ideas of what you (or others) could try to do to become a bit more effecient in undead killing ability. However, since I'm not on your continent, I don't feel obliged to care or share. Donations may change that... ;)
 
How about the donation of not getting hit in the head with a large pointy stick?
 
:P I am glad the Mist Elves have an island to retreat to. Too bad that it is not as big as the Shieam island.
 
Yeah, thanks by the way for insisting on no foreign troops and then doing such a bang-up job of protecting the ritual. [/sarcasm]
 
What do people think of the new techs, buildings and civics?

i.
 
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