black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,105
i have no idea. It's one of the two major issues that i'm completely unqualified to deal with at the moment, along with whatever happens sometimes to python subfolders in the steam version. (for that one, i need to see if it might not be a bad interaction with svn too).
In other news, i've merged two new sets of leader diplo lines, one for Deirdra and one for the Risen Emperor.
And i've started implementing the Elohim thing. Here is the current state for the trait ideas, bold ones are the implemented ones :
Aifon Isle : fishing boats get +1F+1P, disciples get water walking
Bair of Lacuna : +10% ritual production
Bradeline's Well : all summons have the "fear" promotion. OR all mounted and arcane units have "immunity to fear"
Broken Sepulcher : units get 10% str vs undead
Clff of Kelle : units get better results in lairs/villages
Dragon Bones : +5% vs beasts, +5%vs dragons to disciples and recon units
Foxford :
Guardian of Pristin Pass : +10% str in cultural borders OR allows building gargoyles with marble
Letum Frigus : melee and recon get +5% in tundra/ice
Maelstrom : +1mvt to ships
Mirror of Heaven : recon and disciples get 1visibility
Mount Kalshekk : grant "mountainer" to disciples and melee units. OR tiles with 4commerce gain +1
Odio's Prison: Dungeons get +1
Pool of tears : pagan temple allow to "cure disease - pest - plague - withered" OR units get poison resistance and units with medic 1 can cure plague
Pyre of the Seraphic : disciples get +0.2str fire affinity OR 10% chance that unit dying are reborn as angel with 50%xp
Remnants of Patria : mines give +1P OR 10% for building production
Ring of Carcer :
Rinwell :
Seven Pines : grant "immortal" to units with Spirit III
Sirona's Beacon :
Standing Stones : earth mana nodes gives +1F, +1P, +1C
Tomb of sucellus : all units can heal while moving
Tower of eyes : +1 relation with AI, +1 (total +2) when a border is shared
Yggdrasil : + 1Food for tiles with 4 food
Someone was asking about the general trait strength. During my playtests, Elohim got around 4/5 of them max before the tipping point ( the moment when no one can stop you anymore).
I do have some plans for the chislev, mostly focused on the idea that it's a collection of tribes, each with their own totem spirits and skills. the general idea is you'll have access to a set of Totem buildings, you'll only be able to build one per city and that'll grant specific buildings, units and bonuses to that particular city ( and the neighbouring ones which will not be able to get a totem of their own). It's a middle-to-long term plan though.
In other news, i've merged two new sets of leader diplo lines, one for Deirdra and one for the Risen Emperor.
And i've started implementing the Elohim thing. Here is the current state for the trait ideas, bold ones are the implemented ones :
Spoiler :
Aifon Isle : fishing boats get +1F+1P, disciples get water walking
Bair of Lacuna : +10% ritual production
Bradeline's Well : all summons have the "fear" promotion. OR all mounted and arcane units have "immunity to fear"
Broken Sepulcher : units get 10% str vs undead
Clff of Kelle : units get better results in lairs/villages
Dragon Bones : +5% vs beasts, +5%vs dragons to disciples and recon units
Foxford :
Guardian of Pristin Pass : +10% str in cultural borders OR allows building gargoyles with marble
Letum Frigus : melee and recon get +5% in tundra/ice
Maelstrom : +1mvt to ships
Mirror of Heaven : recon and disciples get 1visibility
Mount Kalshekk : grant "mountainer" to disciples and melee units. OR tiles with 4commerce gain +1
Odio's Prison: Dungeons get +1

Pool of tears : pagan temple allow to "cure disease - pest - plague - withered" OR units get poison resistance and units with medic 1 can cure plague
Pyre of the Seraphic : disciples get +0.2str fire affinity OR 10% chance that unit dying are reborn as angel with 50%xp
Remnants of Patria : mines give +1P OR 10% for building production
Ring of Carcer :
Rinwell :
Seven Pines : grant "immortal" to units with Spirit III
Sirona's Beacon :
Standing Stones : earth mana nodes gives +1F, +1P, +1C
Tomb of sucellus : all units can heal while moving
Tower of eyes : +1 relation with AI, +1 (total +2) when a border is shared
Yggdrasil : + 1Food for tiles with 4 food
Someone was asking about the general trait strength. During my playtests, Elohim got around 4/5 of them max before the tipping point ( the moment when no one can stop you anymore).
Hi guys,
been a while since I played AoE ,-) .
I would like to see some improvements of the Chislev civ as their indian background has big potential to improve this civic with some content the chislev look a bit boring right now.
Some thought:
- Graveyards in own territory should give a bonus,- commerce for example and they should not be able to be destroyed by other civics without declaration of war as it would be a heavy insult to the chislev.
- Maybe give warriors an own title like tribe warrior and a small boost in their fighting skills, at the moment chislev look weak in endgame so their early units should be stronger for an advanced start.
- As there are no real unique units there should be furter improvements too, maybe archer classes should be stronger as the chislef are defence focused nation and there should be some unique archer classes too with wind magic skills for example
- If Chislev destroy a city there could be spawn of settlers and/or supplies
- Second hero: Spirit of Winds (as chislev pretend to be very spirtual they should have a spirit as hero too)
- Like Charadons civic has a chance to spawn animals per turn, maybe chislev should have the chance to get phantoms, spirits etc.
- special tile improvement: tent ... could be a boost of production hammers
- As the chislev are bound to the land and know it very well,- extra movement speed for meele and/or scouting /archer units
That ´s just a few considerations by myself, maybe you like some of them and put them in game, would be great.
I do have some plans for the chislev, mostly focused on the idea that it's a collection of tribes, each with their own totem spirits and skills. the general idea is you'll have access to a set of Totem buildings, you'll only be able to build one per city and that'll grant specific buildings, units and bonuses to that particular city ( and the neighbouring ones which will not be able to get a totem of their own). It's a middle-to-long term plan though.