Just out of curiousity, is the ratio for the hell counter when a city is razed 1:1? I mean, if you raze a size 13 city, does it go up 13? That could make life really suck for a scorched earth civ..
You said you wanted more midgame/late game exploration
There was an idea that I risk necormancing but may help now that you've commited to how hell is implemented - perhaps it could be bagged for shadow.. but...
Why not introduce several more types of lands. Specifically lands that can neither be worked (until X technology) nor even moved on/through (until X technology)
Resultingly, you could allow the scout line of units to have access to this normally inaccessable terrain. This would allow spots on the map that would be essentially permanently wild. Barbarians and monsters and the like would rule the lands (for of course, they are allowed to travel anywhere) inbetween.
I essentially argue that there ought to be a "wild" version of each type of landscape. Much like how you have "hell" terrain - only this would be merely average terrain meant to slow expansion. - It should as easily convert to hell terrain as anythign else.
Example Wild versions and differences:
Spoiler:
All of these are unavaialble to either work, or move on/across until some type of exploritory tech (perhaps tying each type of land to a type of tech) is researched.
Varient Features also need their appropriate accesibility technology - so if a land has both a variant base and a variant feature, one would require both techs to move on it with non-scout units.
Desert -> Wastelands [land that looks cracked and chapped and dry] (Double the penalties of deserts, and +2 movement to cross it)
Ice -> Voidlands [Ice that is completely black] (units not immune to cold, suffer 50% damage of their current str, while in Voidlands)
Tundra -> Deadlands [Blackish Tundra] (less likely to have features, or resources)
Plains -> Ferral Plains [Redish/Black Plains] (more likely to have resources)
Grassland -> Marshlands [Spotty Bluish Grasslands] (more likely to have resources, also counts as crossing water if attacking to, or from this type of land)
Forest -> Darkwood [Black/blue Forest, look haunted] (More likely to have resources)
Jungle -> Livinglands [Red/Yellow Jungle, look infested] (any non-barbarian unit has a small chance of instnatly dying when moving in/across this type of land - the land "eats" the unit, roads may not be built through this land) Perhaps a promotion should alleviate this chance.
Hills -> Crags [Cracked Looking Hills, red and perhaps blackish in color] (Costs twice as much to move through, roads cannot be built on it until some advanced engeinnering type technology. More likely to have resources. Only roads and mines can be built on crags.)
In all cases of map generation - these lands should clump together. Patches may be interesting - but generally this is meant to be swaths of land that seperate nations, and allow barbarians to constantly threaten the fronteirs of empires.
Just an idea to extend exploration. I should mention that by nature, the implementation of anything like this would increase the value of ocean and sea squares - as it may become the only method of trade to other nations for some, and at the very least a more convienent mode of transportation for units.
-Qes
EDIT: @ Everyone. Oh, and I think that the sheep from hell SHOULD be Sheepzor. But they'll need a cosmetic makeover to make 'em look more "steely". Also Hell Bovine would be a welcome add. Perhaps Kung Fu Deer and Angry Beavers and Flatuant Pigs for other hell resource adjustments.
At least tell me that there will be some way to fight for bovine freedom?
I Joined the Bovine Liberation Front years ago, and am still a proud BLF member today.
-Qes
EDIT: OR hey - short term fix - Why not have a requirement for non-barbarian units to be able to enter barbarian territory? Make those barbarian cities last until mid/late game? Something like a promotion or a technology that allows you to enter barbarian territory would be at least a bandaid on the idea.
I know this turns player empires effectively into animals against the barbs - but its not permanent, and would/could create longer lasting (for now) exploration phases.
Oh cool, I was mentioned! Seriously though, I'm really quite worried bout the neutrals, there's gonna be a lot of bad blood between them and their more dogmatic counterparts, what with all the demands that they go join in the fray at the requesting party's side.
On aside note: Hyborem looks like something any chaplain worth his salt could climb on top of and begin braining with his staff (DoW:WA, I liked that scene).
All this new stuff sounds downright amazing. It will definitely get me playing Civ again. Well, assuming my ISP lets me DL the beast. Looking forward to the fruit of all your hard work.
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