FfH2 0.14 Cosmetic Issues

If you're doing that, can we switch the 2nd column from the right around too? The default is the 3rd civic choice down. :confused:
 
woodelf said:
If you're doing that, can we switch the 2nd column from the right around too? The default is the 3rd civic choice down. :confused:

My thought there was they are ordered from the most evil to the most good. Its seems a logical way to look at that category, although it is confusing because its the only category ordered like that.
 
That's also the column I change the least often, most of the time I never change it.
 
I've always found the compassion Civic options to be the least useful, myself... I play the Order, but never adopt public healers. Though the evil-to-good way they're ordered now is fine.

Also, about the nodes: I wouldn't mind them so much if they were all beneficial. For example, fire nodes might change tundras to plains, or something... unless you have that planned for the sun sphere, that is. Water nodes might, perhaps, make a river between the node and all adjacent tiles? The necromantic effects (entropy, death... am I forgetting one?) might be the exception to this, or they might only give benefits to the Civs that are aligned with the same spheres. Just thought I'd throw that out there.
 
i was thinking about how to make the fire node useful, and i figured if it was done more nimbly itd be good, like

tile->(goes to)tile (yield change)
deserts->deserts (no yield change)
plains->desert+remove forests/ancient forests (lose all yields, but easily fixed with spring and bloom)
tundra->plains (+1 production)
ice->tundra (+1 food)
ice(feature)->removed (+1-2 food, +1-2 trade)
jungle->new forest (+1 food +1 production)
grasslands->plains (-1 food +1 production)
ocean/coast->grassland (+1 food, -1-2 trade)

with those, which make sense to me atleast, the general changes would be useful or atleast easily made useful except in the case of plains to desert (which spring fixes), loss of forest (which bloom fixes), and grassland->plains (which would take longer to fix, but still, its a trade of 1 food for 1 production).
 
I think changing the water to land might be a bit much. The other effects are nice, I guess. We don't want to leave the other nodes nothing to alter, though, so maybe we should only use some of them.
 
i like them all personally, each node can have differring effects on each tile type

like for water, like you said, some rivers, and generally opposite of fire

entropy could age the terrain, which could have several interesting effects (rivers drying up, new rivers being made, perhaps switching two tiles)

death could kill all forests, but make the land more fertile (a jungles high fertility and unhealthiness is attributed to the high level of decomposition of old foliage), so a forest plains could become a grassland, and jungles could disappear with the chance of a food resource appearing, who knows?

i think with a little thought all the nodes could offer mild benefits and changes that don't cause problems.
 
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