How did this happen? Illians with 2000+research while everyone else on map is 500

I had added some python requiring Auric to be alive in order for Ascension to be completed; Either he's dead, or it's not working if you cannot complete it and he's alive.

He's very much alive, as I have been babysitting him. However, I have upgraded him once. Want the save?
 
Playing as lllians now myself; and yeah, the summons are kinda wonky.

Frostlings are 'permanent' on Tundra or Ice, but strangely, not on Glacial... which is weird. I spent a bunch of time spamming them for defense, and then suddenly they all disappeared. It's been alluded to, but I'm not sure under which conditions (if any) the Ice Elementals are permanent, as I never observed this behavior.

Personally, I think it'd be better if the Ice summons used the same mechanic as Death summons; one permanent Frostling per caster, who suffers terrain bonuses/penalties rather then a strange sort of conditional permanence; higher-tier summons can be one-turn only as normal.

As for the terrain, it's my opinion that the real strength of the Illians is that their Ice is basically awesome Grassland; awesome in the sense that even Ice hills provide 2 food. Everything turns into this Ice, and as such it provides enough food to let the Illians cottage everything (but resources and such, of course). If everything gets cottaged, then that's a lot of commerce winning the game for you. They're not the only civ that can do this kind of terraforming; but the fact that all the hills get cottages too, and that this doesn't cause food problems requiring strategic mitigation with farms, is awesome. Fringe benefit that you probably have lots of extra food from any food resources you have lying around; producing plenty of surplus population for whipping.
 
Ice should give almost no food at all. Illians should live by other means than large populations, special city improvments and such. And icy terrain should hurt all others units alot each turn.
 
Fallow AI understands no food terrain, why can't "other" AI understand it?

Build an improvement that gives up to a certain ice wielding adepts or priest to conjure production for example?

Freeze in capured units in the ice for extra something, ice status sort of or let units frozen in the ice be able to be part of the huge ice organism that can be the basis for ascension.

Uhm, or like, something other than huge cities with farms in the ice....
 
Because they are not fallow, and too many things depend on population (commerce, specialists, rating, draft etc.).

But it looks like you have some nice ideas so you can start a modmod and it may be incorporated to some extent, so there's nothing bad in trying :).
 
Playing as lllians now myself; and yeah, the summons are kinda wonky.

Frostlings are 'permanent' on Tundra or Ice, but strangely, not on Glacial... which is weird. I spent a bunch of time spamming them for defense, and then suddenly they all disappeared. It's been alluded to, but I'm not sure under which conditions (if any) the Ice Elementals are permanent, as I never observed this behavior.

Personally, I think it'd be better if the Ice summons used the same mechanic as Death summons; one permanent Frostling per caster, who suffers terrain bonuses/penalties rather then a strange sort of conditional permanence; higher-tier summons can be one-turn only as normal.

As for the terrain, it's my opinion that the real strength of the Illians is that their Ice is basically awesome Grassland; awesome in the sense that even Ice hills provide 2 food. Everything turns into this Ice, and as such it provides enough food to let the Illians cottage everything (but resources and such, of course). If everything gets cottaged, then that's a lot of commerce winning the game for you. They're not the only civ that can do this kind of terraforming; but the fact that all the hills get cottages too, and that this doesn't cause food problems requiring strategic mitigation with farms, is awesome. Fringe benefit that you probably have lots of extra food from any food resources you have lying around; producing plenty of surplus population for whipping.

The "All terrain is farms" will change. I won't say how. Or when, as we've decided to break the next patch up into smaller patches. :lol:

Ice should give almost no food at all. Illians should live by other means than large populations, special city improvments and such. And icy terrain should hurt all others units alot each turn.

The AI would crash and burn; Fallow can handle it because it does not need food, they have other ways of getting population/production/etc. A civ that DOES need food, and cannot get it, would be massively handicapped.
 
The "All terrain is farms" will change. I won't say how. Or when, as we've decided to break the next patch up into smaller patches. :lol:

I hope by this you mean that the fact that food is completely plentiful almost whatever you seem to do in the current build of the mod, will be changing.

Because cities easily and effortlessly make loads of food I've found so far :p The illians on ice just do it the best. (although the lizardmen with swamps everywhere do pretty good at it as well - they however give up a lot of hammers for it).
 
Exactly: the economy in RIfE is different: cottages give hammers, which in civ-iv was not such. In the original civ-iv you have to choose: money, food, or hammers, meaning cottages, farms, or the others. Here you simply build cottages as they give also hammers, that if you have 2 food per each one, else you need some farms or resources. With this kind of economy you dont need mills nor other things, not even mines. You only need mines for the posibility of discovering some extra resources. And by the begining quarries are better because of 1 extra gold. Only exception may be lumbermills (because you need the forests for health more than other thing).

Correction: watermills are the best because they give 4 food and 3 hammers (and 1 gold) so they are like farms with hammers. But they are that good at late game and that is correct (you need the rivers).

I always play with lots of hammers: you need the buildings to use correctly that comerce, and also the military units... So having cottages that give hammers is the best. I had a problem in civ-iv because I have to choose between hammer-economy or cottage-economy. Here it is not the case.
 
Exactly: the economy in RIfE is different: cottages give hammers, which in civ-iv was not such. In the original civ-iv you have to choose: money, food, or hammers, meaning cottages, farms, or the others. Here you simply build cottages as they give also hammers, that if you have 2 food per each one, else you need some farms or resources. With this kind of economy you dont need mills nor other things, not even mines. You only need mines for the posibility of discovering some extra resources. And by the begining quarries are better because of 1 extra gold. Only exception may be lumbermills (because you need the forests for health more than other thing).

Correction: watermills are the best because they give 4 food and 3 hammers (and 1 gold) so they are like farms with hammers. But they are that good at late game and that is correct (you need the rivers).

I always play with lots of hammers: you need the buildings to use correctly that comerce, and also the military units... So having cottages that give hammers is the best. I had a problem in civ-iv because I have to choose between hammer-economy or cottage-economy. Here it is not the case.

The improvements are going to change. Cottages will be back to just Commerce, for example... Want the trade off again.
 
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