Verdian
King
- Joined
- Aug 19, 2006
- Messages
- 654
You already added the Settlers mechanic, or the guardians in the thin cross mechanic? Either way, that was fast.Settlements trigger Guardians, but only in the thin cross. This is actually implemented in the current download

You may wish to update your mission statement in post 1.I think we're far beyond that. Although the mod remains true on only improving on old content. I want to make slower teams more interesting, eliminate micromanagement, and improve old mechanics so they flow better.

Looking through that post, might I add a big "thank you" for moving Nightwatch to Deception? Having to go so far down another tech was annoying. Also, in regards to the Rat Catchers guild, could you implement its creation back to how it used to be? Remember when it spawned early and moved to whatever city had the highest crime rate? And because I love lists, here is why I would prefer it!
1) Right now, Deception grants a lot of benefits for Esus(all of them except Shadowriders?). Moving a few things out of that tech would help the bloat.
2) The first person to get to Deception gets everything good for Esus. Making the mechanic for a building that benefits Esus a bit more varied would be nice.
3) The Ratcatchers Guild seems like an early mechanic to me. It is basically a group of pickpockets, and does not seem to fit well into the complex machinations of the Deception tech. The appearance early game of a group of pickpockets was always appealing to me.
4) It makes the followers of Esus want to have as much crime in their city as possible, and even compete for it.
5) It's something different and fun, which is always good.
Let me stress that I don't think the Ratcatchers Guild should do anything other than up the crime rate of a city UNTIL that player adopts the Council of Esus religion. Then all the listed benefits can begin. If it is impossible to have a building move around like this, just change it back to a guild.