DonQuigleone
Warlord
- Joined
- Feb 26, 2010
- Messages
- 102
When I was recently playing as the Elohim I was quite enjoying using the Monk unit and it's associated purity counter. Now the monks and the Elohim aroused in my imagination isolated monasteries in far off corners of the world protecting their relics and artifacts, so why not have the possibility of being able to encounter such isolated small communities? Why should all the creatures you encounter out in the wilds be out for your blood? Why can't some be friendly? There might be a few small bands of survivors who are not substantial enough to justify their own civilizations but might be willing to help travelling scouts who pass by, perhaps granting a place to heal and other things. They'd function similiarly to Goblin camps, with their own guards that get spawned, and be friendly to Good and neutral civilizations (and maybe Evil, but not Barbarian civilizations...), and be at war with barbarians and animals. Founding a city near one of these towns might grant you some benefits, like some bonus beginning population or something.
Another subset which could interact specifically with the Elohim could be the aforementioned "monasteries". Perhaps at all the unknown unique Features small monasteries could form spontaneously around them. Initially they'd just be a barrier to Evil Civs trying to use them, but if an Elohim player manages to get a reasonably experienced Monk there, he could join the monastery and "lead" it(or just found one of his own if one doesn't exist or got destroyed previously by barbarians). The monastery will get a buff and gradually get stronger, generate new recruits to protect the region, and the monk will leave the players faction and protect the monastery. The Elohim player will get repayed by getting the unique feature added to the Purity counter, Line of sight at the monastery, and additional benefits if he founds a city near it in future (for instance the monastery on the unique feature might act like a town and grant commerce, or send neophyte monks to help the city if it gets attacked, etc.
Obviously there are already tribal villages, but tribal villages rarely last past the initial 50-100 turns, these settlements would be more of a mid game thing, and not give such clear cut bonuses(and perhaps require some sacrifice). They could operate on a timer (similiar to cemeteries-> necropolises) and gradually get stronger, until they spawn a full city or even a new Civ. A player might have good reasons to help keep them alive and prosperous until such time as he can expand in that direction, at which point he collects a bonus. Or perhaps a village that he helps enough might spawn a free settler for him. The possibilities are boundless!
Anyway this is mostly supposed to be a way to give players more reasons to go outside their borders after of the initial rush of exploration and hut popping. Usually there's little to be gained as the wilderness is a death trap, but if there were some stuff like this, there would be enough possible rewards to coax players to brave the wilds. And I think it would make the world a bit more "alive".
Another subset which could interact specifically with the Elohim could be the aforementioned "monasteries". Perhaps at all the unknown unique Features small monasteries could form spontaneously around them. Initially they'd just be a barrier to Evil Civs trying to use them, but if an Elohim player manages to get a reasonably experienced Monk there, he could join the monastery and "lead" it(or just found one of his own if one doesn't exist or got destroyed previously by barbarians). The monastery will get a buff and gradually get stronger, generate new recruits to protect the region, and the monk will leave the players faction and protect the monastery. The Elohim player will get repayed by getting the unique feature added to the Purity counter, Line of sight at the monastery, and additional benefits if he founds a city near it in future (for instance the monastery on the unique feature might act like a town and grant commerce, or send neophyte monks to help the city if it gets attacked, etc.
Obviously there are already tribal villages, but tribal villages rarely last past the initial 50-100 turns, these settlements would be more of a mid game thing, and not give such clear cut bonuses(and perhaps require some sacrifice). They could operate on a timer (similiar to cemeteries-> necropolises) and gradually get stronger, until they spawn a full city or even a new Civ. A player might have good reasons to help keep them alive and prosperous until such time as he can expand in that direction, at which point he collects a bonus. Or perhaps a village that he helps enough might spawn a free settler for him. The possibilities are boundless!
Anyway this is mostly supposed to be a way to give players more reasons to go outside their borders after of the initial rush of exploration and hut popping. Usually there's little to be gained as the wilderness is a death trap, but if there were some stuff like this, there would be enough possible rewards to coax players to brave the wilds. And I think it would make the world a bit more "alive".