I knew you mentioned on Magister's Mod you were considering some things from there- and I'd like to see a merge of some of your ideas.
One idea in particular was how he handles lair, with the delay to explore a lair (it prevents exploit).
I don't know if this would be doable (or if you'd even want to) but I liked how Wildmana does ranged combat and spell automation.
Would you consider making the first level spell Blur reduce the opponent's number of first strikes by one or two rather than making this unit immune to all first strikes *plus* immune to all defensive strikes *plus* essentially making Drill I-IV useless? I think this would be a good balance improvement, as I don't think such an easily gainable (level 1!) spell should be able to nullify so many other basic Civ 4 and FFH2 abilities and promotions. =) For example, if an opposing unit has 5 First Strikes low level Adepts right of the production line can cast Shadow 1 Blur that cancels them all out, removing *all* First Strikes, *all* Defensive Strikes and *almost all* of the effects of Drill I-IV?
Best regards,
Steven.
He makes it where you explore the lair, then the effect comes at the beginning of the next turn.
Also, I'm looking to the Svarts for my next big change. Anyone have any cool ideas for their possible mechanics? Has to be Hidden Nationality related; thinking of giving all recon units HN so far.
How about a special Manhunter promotion that takes away their city penalty, or make it a UU beastmaster?
Svalfs are a pretty good civ already though right, outside of their lack of siege.
How about giving all Svart recon the ability for the Mask spell?
How about the ability to purchase HN in a city with CoE?