"Fire" Developer Diary

I understand that the Sheiam can do a ritual to up the armageddon counter but is there any advantage for them in doing so (e.g. bonus powers during high armageddon counts, a victory condition, etc)?

This quote from the OP should answer:

There is also a new promotion called Stigmata that gives the unit a percentage bonus equal to half the Armageddon counter as well as other mechanics that reward some players (especially the Sheaim) for having a high Armageddon count.

I'll tell you what I always tell my girlfriend: "read before asking!" ;)
 
The is also a new attribute on units for iPrereqArmageddon, the armageddon counter has to be at at least that level before that unit can be produced. We aren't using it on any units yet (to busy with other stuff), but before Fire is done I expect there will be a few big units available for each side that can only be created when the counter is high.
 
I want to tell you how cool all of this sounds but I have a question:

I am wondering if there is some kind of counter-measure as any of the three earlier religions in the works. Because lets say Im OO and evil, AV would still not like me because I want to rule the world not destroy it and good would hate me because Im evil. Also in that situation hell tiles would still spread quickly even though I dont want them to as it would likely hurt my civ. Im rambling. Ok Ill go back to work now.
 
It sounds like the bannors crusade which gives -75% war weariness, +25% military production at +2 happiness.

Well, no, not at all. First of all, that limits you to the choice of one civic and it only works for ONE civilization. Secondly, it really doesn't care if you're going to war against a good or an evil civ or if you're sharing a religion with them and so on. The Bannor's crusade civ is nice and all, but it's hardly a game-changing mechanic. And yeah, the fact that the Bannor could use their crusade to wipe out the Mercurians doesn't make sense either.

You don't like the idea I had?
 
I want to tell you how cool all of this sounds but I have a question:

I am wondering if there is some kind of counter-measure as any of the three earlier religions in the works. Because lets say Im OO and evil, AV would still not like me because I want to rule the world not destroy it and good would hate me because Im evil. Also in that situation hell tiles would still spread quickly even though I dont want Armageddon to happen. Im rambling. Ok Ill go back to work now.

Its up to you. If your alignment is evil (OO can be evil or neutral) then you will find the AV religions liking you more and more as the counter rises. Plus Basium won't be fixated on you like he is on the AV.

Relations with neutrals aren't effected by the Armageddon counter, so if you are neutral you will be out of the main escalation as the armageddon counter rises. But since the good and evils are improving relations to each other you are more and more likely to get jumped by one of the two sides (and they are likely to bring friends with them).

I hope that makes sense. I want every option to be viable. You should be able to join in one of the two sides (if it ocmes to that) and fight in the war. And you should be able to try to stay out of it. I can't garuntee that staying out will work, just like going either side might not work out well for you. But it should be a viable option.
 
Well, no, not at all. First of all, that limits you to the choice of one civic and it only works for ONE civilization. Secondly, it really doesn't care if you're going to war against a good or an evil civ or if you're sharing a religion with them and so on. The Bannor's crusade civ is nice and all, but it's hardly a game-changing mechanic. And yeah, the fact that the Bannor could use their crusade to wipe out the Mercurians doesn't make sense either.

You don't like the idea I had?

They could claim that Basium has been corrupted, it's worked in the past.
 
Well, no, not at all. First of all, that limits you to the choice of one civic and it only works for ONE civilization. Secondly, it really doesn't care if you're going to war against a good or an evil civ or if you're sharing a religion with them and so on. The Bannor's crusade civ is nice and all, but it's hardly a game-changing mechanic. And yeah, the fact that the Bannor could use their crusade to wipe out the Mercurians doesn't make sense either.

You don't like the idea I had?

I do like your ideas. Negative war weariness in particular is a pretty cool concept. But Im not sure its needed at this point.

Specifically Im not sure that we need to incent further good vs evil activity. But thats what you guys are going to tell us. I know your just considering the next logical step, but I will be interested to hear, after you have played, if you think this will be nessesary or not.
 
They could claim that Basium has been corrupted, it's worked in the past.

Yeah, thats what I always loved about the bannors ability. They can justify any way with it, welcome to the magic of a religious state.
 
Very good :)

Remember always that my main focus is multiplayer, mano a mano. I'm pretty sure that the warscript is plenty of motivation to do the good and evil dance in a fight with the machines, as it were, but in multiplayer there just is no way to tell one civ to go to war with another. You can't directly influence the will of players, so you've got to give them incentives.

I can't wait for fire to come out, and I promise LOTS of mp testing and feedback ;)
 
You could also say that being neutral gives you the option of joining the side you want, while being good or evil puts you automatically (or almost) in one side of the war.

My question: will neutral civs be more likely to join the "good" side when the AC gets really high? After all, neutrals are supposed to be willing to balance the world, joining the weakest side.
(And I'm guessing they don't want the end of the world either.)
A random idea would be to make them favorable to evil civs when the counter is between something like 0 and 25, and favorable to good civ for counter above 55 or something....
 
Are there new dialog options in diplomacy as soon as Armageddon is near to be completed?
In other words Good civs will become friendlier, also evil civs will become friendlier as the Armageddon deadline is approaching, are there new dialog options like Elohim says Bannor "Let's make an alliance before Infernal destroy our world" or Sheaim says to Calabim "Let's kick the ass of the Elohim scum and make the end of the world happen"?.If there are new dialogs are these triggered if there is X points in Armageddon Counter?
 
Ha, that is great. Love the idea of the Armegeddon Clock. Reminds me of the Doomsday clock kept the the board of directors of the bulletin of atomic scientists. I think they just moved the Doomsday clock up a couple of minutes recenty. :D
 
Are there new dialog options in diplomacy as soon as Armageddon is near to be completed?
In other words Good civs will become friendlier, also evil civs will become friendlier as the Armageddon deadline is approaching, are there new dialog options like Elohim says Bannor "Let's make an alliance before Infernal destroy our world" or Sheaim says to Calabim "Let's kick the ass of the Elohim scum and make the end of the world happen"?.If there are new dialogs are these triggered if there is X points in Armageddon Counter?

No, that would be interesting though. Of course civs will continue asking each other for help against other civs just as they do now (actually more frequently), but we dont have new dialog written for them.
 
Will we be able to pay 4 colourless manner during any player's upkeep to reduce the counter by one?

Wait, wrong game...
 
No but if you pay two white+x white you may reduce it by x
 
Hey, I'm quot'dddd. Sweeet:D
 
Something I've been wondering about... just how bad is hell, anyways?

Mostly, I'm wondering if it's bad in a flavory way (it looks all creepy and dark, and sets things on fire occasionally), an evil way (evil units, especially demons, get bonuses while there), a terrible way (causes penalties to resource production), a malevolent way (causes injury/bad status effects to units who are there), or a destructive way (ruins terrain improvements and other such things)? I'm thinking it's probably a combination of several, but you've not been very specific on the details.
 
Something I've been wondering about... just how bad is hell, anyways?

Mostly, I'm wondering if it's bad in a flavory way (it looks all creepy and dark, and sets things on fire occasionally), an evil way (evil units, especially demons, get bonuses while there), a terrible way (causes penalties to resource production), a malevolent way (causes injury/bad status effects to units who are there), or a destructive way (ruins terrain improvements and other such things)? I'm thinking it's probably a combination of several, but you've not been very specific on the details.

On your scale its in an evil way. Flames are good defenders (since most units cant enter those tiles), demons get a bonus on hell tiles, and it knocks out all forests, which drops health.

But its really a visual indicator of the progress of the AV and the lands of the good against the evil. We will do more with Hell as the phase progresses, but the terrain will probably always remain a symptom of armageddon not the focus of armageddon.
 
Ok I can understand that. But I am still wondering about hell tiles as an evil non AV civ. I mean I dont want to lose my forests and such just because Im evil. I think there should be a way to control the spreding speed of hell tiles as an evil non AV civ because it feels like they would be a penalty simply for choosing to play as an evil civ. Of course all this is conjecture as we have not played with this stuff yet. Ok now I feel like Im nagging, but I just didnt feel that this part of my question was answered. The rest of it was. Thanks for all your hard work on this excellent mod!
 
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