Fafnir13
King
"For the Horde" does not seem to fit it's theme. It brings to mind visions of rampaging orcs gathering together under one banner to strike out at the world in a massive battle. Instead, it is the ultimate tool in establishing early diplomacy and exploring the world. Does this seem a little off to anyone else?
"For the Horde" isn't living up to the name or the warlike character of the orcs. One possible replacement would be casting the rough equivalent of a great commander's rally in each city, creating permanent units but without the benefit of free xp from civics or wonders. It would be useful in both early and late game for offense and defense. The exact number of units spawned would probably need tweaking around a bit for good balance. Some minor tech requirement would probably need to be in place to keep them from immediately overwhelming an adjacent Civ.
There are a few advantages to this method. Economically, you would not have a large number of units in the early game outside your borders. They would still be a burden, but a much more manageable one. Under the current world spell, I have to delete most of the gained units to keep my research from plummeting. Strategically, the units would be less scattered and connected to your road system. This would make them immediately useful in any nearby conflicts. Flavor-wise, it would make the orcs a rather frightening neighbor. Anyone can warrior spam, but they could do it just a bit better. This plays in nicely with the barbarian trait nigh requiring early game dominance.
Ultimately, this would be a change needed only for flavor. The world spell is one of the better ones as far as utility goes, but it just doesn't seem to fit the theme of the orcs. In other words, it works but it doesn't work. Anyone else feel the same way? Have a better idea for how to "fix" it?
"For the Horde" isn't living up to the name or the warlike character of the orcs. One possible replacement would be casting the rough equivalent of a great commander's rally in each city, creating permanent units but without the benefit of free xp from civics or wonders. It would be useful in both early and late game for offense and defense. The exact number of units spawned would probably need tweaking around a bit for good balance. Some minor tech requirement would probably need to be in place to keep them from immediately overwhelming an adjacent Civ.
There are a few advantages to this method. Economically, you would not have a large number of units in the early game outside your borders. They would still be a burden, but a much more manageable one. Under the current world spell, I have to delete most of the gained units to keep my research from plummeting. Strategically, the units would be less scattered and connected to your road system. This would make them immediately useful in any nearby conflicts. Flavor-wise, it would make the orcs a rather frightening neighbor. Anyone can warrior spam, but they could do it just a bit better. This plays in nicely with the barbarian trait nigh requiring early game dominance.
Ultimately, this would be a change needed only for flavor. The world spell is one of the better ones as far as utility goes, but it just doesn't seem to fit the theme of the orcs. In other words, it works but it doesn't work. Anyone else feel the same way? Have a better idea for how to "fix" it?