Hi all, Having scanned the other threads I couldn't find anything related to the FFH corps so I thought I would set this up to get people's views on them.
Personally, I am indifferent to the guilds in their current forms as they seem tied to one city and have very limited impact and I wondered if it's possible to either enhance the current ones or bring in others with more impact.
The Ratcatchers, Wardens, Cult of the Dragon, seem to have no impact whatsoever in the three games I've played with them in.
I've never seen Gaelan's Circle but the civilopedia indicates it has a very mild effect.
Aeron's Bounty and the Guild of Hammers also seem to have almost no impact on the game.
Circle of the 9 seems to be the only exception because you can easily win the game using this guild to spam mercs but it seems to be a human only strategy because I havn't seen the AI spamming mercs.
I was thinking the corp mechanic would work really well with schools of magic but as Kael and co have already designed some guilds I think we can collectively brainstorm some ideas for the current ones.
Some ideas to get the ball rolling:
1) have corps founded by researching techs but other civs can gain access to the guild by building something (spreads the guilds to more than 1 city and 1 civ).
2) have the wardens as a boost for trailing civs as opposed to civs that are being invaded.
3) have the guilds grant access to special units - not just Co9
4) national unit cap on mercs to prevent abuse
5) Cult of the Dragon is founded by the Red Dragon if not done so already by the Shiem or Kuriotates
6) Have guilds using resources for benefits
I'm sure our community can come up with lots of good ideas to jazz these up
Personally, I am indifferent to the guilds in their current forms as they seem tied to one city and have very limited impact and I wondered if it's possible to either enhance the current ones or bring in others with more impact.
The Ratcatchers, Wardens, Cult of the Dragon, seem to have no impact whatsoever in the three games I've played with them in.
I've never seen Gaelan's Circle but the civilopedia indicates it has a very mild effect.
Aeron's Bounty and the Guild of Hammers also seem to have almost no impact on the game.
Circle of the 9 seems to be the only exception because you can easily win the game using this guild to spam mercs but it seems to be a human only strategy because I havn't seen the AI spamming mercs.
I was thinking the corp mechanic would work really well with schools of magic but as Kael and co have already designed some guilds I think we can collectively brainstorm some ideas for the current ones.
Some ideas to get the ball rolling:
1) have corps founded by researching techs but other civs can gain access to the guild by building something (spreads the guilds to more than 1 city and 1 civ).
2) have the wardens as a boost for trailing civs as opposed to civs that are being invaded.
3) have the guilds grant access to special units - not just Co9
4) national unit cap on mercs to prevent abuse
5) Cult of the Dragon is founded by the Red Dragon if not done so already by the Shiem or Kuriotates
6) Have guilds using resources for benefits
I'm sure our community can come up with lots of good ideas to jazz these up
