FfH2 0.32 Balance Feedback

Well, looked over the change log, the coments about Lanun Coves don't matter, because coves are built by work boats and don't terraform Tiles.
From the Change log:
49. Pirate Coves are built by Lanun workboats instead of workers (and don't terraform the tile).

Woo! I made a difference in this mod!

I feel speshal.

EDIT: oh wow...

50. Pirate Coves yields improved from 0/0/0 to 0/0/2 (food/hammer/trade).
51. Pirate Harbors yields improved from 0/0/2 to 1/1/4 (food/hammer/trade).
52. Pirate Ports yields improved from 1/1/2 to 2/2/6 (food/hammer/trade).

so, cove tiles for coast will be 2/0/4 (3/0/4 with lighthouse and 2/0/5 with Hannah), harbor tiles 3/1/6 (4/1/6 with lighthouse and 3/1/7 with Hannah), and ports 4/2/8(5/2/8 with lighthouse and 4/2/9 with Hannah)

this actually sounds like a good boost to the Lanun, considering what is being taken away. How far away do coves have to be?
 
Well, I know for a while after Harbors and port were added, you could build a cove reight beside them, I don't remember if this was "fixed".
 
Since the Royal Guard is a unique unit to the Aristocracy civic, and the Aristocracy in FfH is basically a feudalism society the theme of the Royal Guard is not only to protect the nation from outside threats. But also to protect the rulers from threats from within (be it other Lords or the people itself).

That's why I think the Royal Guards measly 4 in iCultureGarrison just doesn't cut it. It's actually the same as an Axeman.

EDIT: Maybe make the Guardsman promotion add some CultureGarrison strenght? That would improve upon the Bannor as well (not sure if needed, but feels right).
 
Would it be feasible to have Royal Guards get bonus XP each time it wins a defensive action and/or have a better recovery rate when fortified?
 
When building a Governor's Manor in a city and you have Feudalism you can't build Moroi anymore. I guess this is normal behavior (Axemen->Champions) but when it comes to Calabim, at least my feeling, is that they use more Moroi and less Vampires, and that being a Moroi is sort of an initiation ritual to becoming a full blown Vampire.

Now then, would it be too much to require Moroi to be level 4 (when they can get vampirism) to upgrade to Vampires, but still be able to build Vampires? This way you can continue producing Moroi once you have Feudalism.
 
Now then, would it be too much to require Moroi to be level 4 (when they can get vampirism) to upgrade to Vampires, but still be able to build Vampires? This way you can continue producing Moroi once you have Feudalism.

I'm not sure that is possible, unless change them to upgrade though a spell.

Of course, it is very easy (requiring only that the bNeverObsolete tag be set to 1) to make Moroi just never go obsolete.

I was personally thinking that being able to just build vampires seems like too much, and that I may give them a level 4 requirement in my modmod.
 
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