Idea for the Kuriotates

well, the airship only opens up at astronomy, so focusing them early game will leave your military lacking. Besides that, it's got about the same specs as the queen of the line, with less attack strength but with flying. It's just as fast, and certainly not unattackable (not more than druids/rangers/water walking cultists). Just throw some fireballs at them and they'll come crashing down (on mountain and sea tiles anyway, where the units can't leave the ships to defend (this should be removed anyway, loading and unloading shouldn't be possible at 0 movement!)).
 
You're right onedreamer, this is a major weakness of the Kuriotates, and should be solved somehow, but this doesn't interfere with giving them unique and cool abilities.
Perhaps you could solve this by allowing the Kuriotates to split up their settlements as vassals similar to colonies only that they are on the same continent. With these vassals you could trade your ressources or you could demand them and the possibility to get the ressources should always be there, even if the vassal has only one appearance of this ressource.
Another possibility would be that the Kuriotates could sacrifice workers at the coastline (or in a sea fortress - in BTS they used to serve as a sea tiles, i don't know if they still do in ffh) to get a workboat. I don't know if it would be linked to the land cities by then or if you still need a coastal city, but somehow this certainly could be solved.
 
those 2 issues should be easy to solve... for 1) just set the code so that the AI does not EVER build coastal megacities , for 2) just let settlements build workboats.

and I agree with ranged units ( archers etc. ) getting a bonus vs flyers
 
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