marioflag
History Addict
What about new entries in Civilopedia of Fire version?
Are there new good stories to read?
Are there new good stories to read?
What about new entries in Civilopedia of Fire version?
Are there new good stories to read?
Another thought occured to me, perhaps restricting which religions you can convert to would make sense.. I mean, the population wouldn't just one day decide to go from Runes to AV for kicks.. there would be mad outrage and control of the empire would suffer, so maybe making the unrest period scale as you move across the alignment board...
I've never been a fan of the abusive religion changes in FFH; would it be possible to at least limit the number of priests a Civ can have from non-state religions? (Disbanding those with the least xp if necessary.)
You also might allow the Agnostic leaders to have a small number of priests this way should you find that they need a boost.
(Although I doubt the Grigori need any help at the moment, I've never understood why "adventurers" only fight on their behalf. It's a nice mechanic, but it doesn't seem appropriate to limit it to them. I wouldn't mind allowing every Civ to use the adventurer mechanic-toned down of course-and giving the Grigori a different unique feature that is better in line with Cassiel's character.)
Also, a question: As I understand, every Civ is going to make use of the Doviello/Mercenary weapon material upgrades. Is this only for melee units? How will this effect unit balance?
Their strengths have been dropped to compensate. So an axeman used to be 4 strength but is now 3 strength (he would be 4 if you had access to copper, 5 if you had access to iron and 7 if you had access to mithril).
Im dont have a realy good feeling for how it effects unit balance. Thats what I will be interested to hear from you folks, you guys are better at that than us.
It is possible we will expand the ore model beyond melee units (I think Maniac also applies it to non-archer mounted units, which is a cool idea).
Their strengths have been dropped to compensate. So an axeman used to be 4 strength but is now 3 strength (he would be 4 if you had access to copper, 5 if you had access to iron and 7 if you had access to mithril).
Im dont have a realy good feeling for how it effects unit balance. Thats what I will be interested to hear from you folks, you guys are better at that than us.
It is possible we will expand the ore model beyond melee units (I think Maniac also applies it to non-archer mounted units, which is a cool idea).
Isn't that going to devalue everything else in the tech tree.
As it is, you don't need bombard units. And Offensive units have a distinct advantage because Defensive units generally don't gain much experience.
A City Garrison II Longbowman is exceptional (str 6 +70% CG II +50% City Def = Str 13.2).
It's not hard at all to get an offensive unit with 4-5 promotions. A maceman with City Attack 3 (+120%) & Cover (+40%) is common in my games. If a maceman with Iron (which is already a requirement) has a Str 8 + 160%, its effective Str 20.8 (maceman) vs str 13.2 Longbowman.
It will become a viable strategy for every civ to beeline to Iron Working (5 inexpensive techs) and dominate.
This is OK with Dovellio because it's the Civ's distinctive advantage. It's OK with Mercenaries because they're so expensive and because recruited mercenaries have no experience. I have a real fear, though, that's this is going to devalue every other strategy in the game.
A maceman has a base strength of 5 with the change. He used to be 7. So he gets 2 points taken off because its assumed he has iron (which would return him to his balanced strength of 7). Or 6 if the civ only had copper (but they could still build macemen), or 9 if they had mithril.
I don't think it plays with balance that much. If they had the required materials from the "Light" version" they will be exactly as they were before. But they do have other options now.
I dont agree with the premise that offensive units are naturally more experianced. While it might follow strictly theoretical truths - I for one am typically a builder. And for me, my defensive units are often some of the most experianced in the game, as they've been attacked by barbarians since their inception into my ranks.
I think this is all brilliant, but I'm curious... WHat have you given the Doviello (sp?) since this was one of the major "fun points" of playing them? They're still advantaged in not having to build buildings - but is there other "fun factors" that will replace the exclusive fun of this mechanic?
-Qes
Nothing yet, Loki has been noodling on a few ideas but I dont think we have hit quite the right thing yet.
It's not sexy, but a higher unit support per city would be effective.What about something in relation to army size and city size?
You've probably considered making the weapons upgrades require neither forge nor weaponsmith? If they can make macemen "in the field," then why not be able to get their weapon promos in the field...Nothing yet, Loki has been noodling on a few ideas but I dont think we have hit quite the right thing yet.
It's not sexy, but a higher unit support per city would be effective.
Just occured to me now: what if they were able to get whatever weapon promos that their foes had if they were in their land? So, if they were invading the Elohim, and the Elohim had iron, then their units would get iron weapons just for travelling there. This would also be cool.