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I assume swamps are improvements, but marshes are terrian I believe.

What's really odd is that I recall previously being able to build improvements as the Mazatl in wetland terrain. I'm not 100% sure that the tiles were not marshes, but I don't see why they wouldn't be marshes.
 
I assume swamps are improvements, but marshes are terrian I believe.

What's really odd is that I recall previously being able to build improvements as the Mazatl in wetland terrain. I'm not 100% sure that the tiles were not marshes, but I don't see why they wouldn't be marshes.

I recall marshes growing automatically on wetlands playing as the cualli or mazatl. Personally, I don't like them very much...the marshes that is.:mischief:
 
Is it just me, or is the Masters' Hall somewhat underpowered for its obscure-ness? I've spent 5 Great Engineers only to get a permanent Craftsman in the city plus a small production boost? I suppose it does help other civilizations a bit more than the Khazad, but I can't find any promotions it grants like its predecessors did. If it somehow traded gold/commerce for xp or something instead of the 15% :hammers: I think it might be a bit more worthwhile to get.
 
Is it just me, or is the Masters' Hall somewhat underpowered for its obscure-ness? I've spent 5 Great Engineers only to get a permanent Craftsman in the city plus a small production boost? I suppose it does help other civilizations a bit more than the Khazad, but I can't find any promotions it grants like its predecessors did. If it somehow traded gold/commerce for xp or something instead of the 15% :hammers: I think it might be a bit more worthwhile to get.

Maybe the master's hall isn't actually up but all the other halls are op. And the master's hall is just a hamster's attempt to make something balanced in an op world.

Maybe I should have my coffee before I post?:lol:
 
I recall marshes growing automatically on wetlands playing as the cualli or mazatl. Personally, I don't like them very much...the marshes that is.:mischief:

Yeah. You can’t build anything but a workshop on them and the terrain turns into them automatically. Really frustrating.

I can’t seem to build a swamp in my current game with my workers. Any ideas on why?
 
Yeah. You can’t build anything but a workshop on them and the terrain turns into them automatically. Really frustrating.

I can’t seem to build a swamp in my current game with my workers. Any ideas on why?

Do you have all the tech requirements, and is the tile empty?
 
Maybe the master's hall isn't actually up but all the other halls are op. And the master's hall is just a hamster's attempt to make something balanced in an op world.

Maybe I should have my coffee before I post?:lol:

The others are certainly powerful, but I wouldn't argue overpowered. Look at what you get for pursuing the Altar/Prophet path the same distance, and thats a win condition too. It just seemed that getting the final building didn't actually grant me anything I didn't already have.

But then, I also get the advantage of posting after work while I'm still awake. :p
 
The others are certainly powerful, but I wouldn't argue overpowered. Look at what you get for pursuing the Altar/Prophet path the same distance, and thats a win condition too. It just seemed that getting the final building didn't actually grant me anything I didn't already have.

But then, I also get the advantage of posting after work while I'm still awake. :p

Yeah, I guess it has always needed something...I mean maybe halving the costs on the promotions for the other buildings, but only for that city or something?

Ah yeah, theres no way I'm awake at the end of the day when my caffeine's run out...:lol:
 
Yeah, I guess it has always needed something...I mean maybe halving the costs on the promotions for the other buildings, but only for that city or something?

Ah yeah, theres no way I'm awake at the end of the day when my caffeine's run out...:lol:

That and/or raising the xp gain rate/cap for the training buildings would be great IMO. All those guildhalls should be attracting the best men/dwarves in town.

Usually I take naps at lunchtime to get me through the day. :D
 
Considering the amount of time that has past, most if not all of this has probably been changed, but I felt like digging it up...

http://forums.civfanatics.com/showthread.php?t=355175

How about a hunter's guild(think most dangerous game here). You can buy all sorts of different animals in a city but you have to trade x number of promos(hunting trophy promo, gained when a recon unit built in a city with the hunter's guild:D in it kills a barbarian or animal unit, the number of "hunting trophies" gained varies with strength difference and number of promos the killed unit has) to buy them. Units can trade in these promos for various traps as well:
bear trap: +40% defense vs bear, 2ht
caltrops: removed when used, first unit that moves into square have a 60% chance to loose all mp. 1ht
mantraps: +50% defense vs barbarians, 3 ht
pitfall: removed when used, enemy units that move into the space have a 30% to fall in, losing all movement and granting attackers 1-2 first strikes while in that square. 2ht
scorpion venom: unit attacked has +1 movement cost. 4ht
spider venom: unit attacked is damaged 1-5% if it survives combat. 4ht

In addition animal units can be upgraded to next str level like wild animals by expending ht promos: first upgrade=3ht, second=6ht, third=12ht(it caps at 12ht, and you can double its base strength via this method). This requires a beast rearer in city, a building that can only be built in cities with hunter's guild in it. It can train animal units up to 10xp.

Provides a number of unique artifacts that can be randomly gained when you kill certain units:

Live for the kill: A bow that can be gained after a unit:D kills 50 or more units in combat. +70% offensive strength, immune to fear

Trophy armor: kill one of each animal. the unit causes fear in tiles it attacks

Hunter's Trophy Spear:gained from collecting hunter's trophy promo 25 times with a single unit, doubles the amount of ht promos gained per kill.

All of these promos can be gained by ONE unit per game. Units:D can use the capture prey ability to capture other civs units in neutral or allied territory.
In neutral territory, there is a 40% chance of success(modified by level difference).
In owned territory there is a 60% chance of success, but also a 60% chance of suffering a diplo penalty with the unit owner's civ. If you fail to capture the unit in any case, the unit's owner will declare war on you. This ability can only be used once for every 10 levels the unit has. If it suceeds the captured unit is turned into a barb, moved 5 tiles away in a random direction, gains the prey promo(-30% defense vs units huntsman promo, grants double experience and ht promos to huntsman unit), and if it returns to its civ's borders it regains its nationality and you get a diplo hit with the unit's owner.

Requires tracking and poisons, can only be discovered by a level +8 recon unit, with the hero promo. The unit is sacrificed to found the hunter's guild.(sorry didn't feel like going all the way to the guild ideas thread to comment:p)
 
Considering the amount of time that has past, most if not all of this has probably been changed, but I felt like digging it up...

http://forums.civfanatics.com/showthread.php?t=355175

Changed completely, but nice try. :p

We're going to have a more general mechanic... One capable of portraying minor civs, cults, guilds, internal factions, and whatever else we dream up. Equipment will be part of that.
 
Just for the record, I don’t like the new mutation system. It is a pain to have to mouse over to determine what the result of each mutation, and this makes it hard to distinguish who received a good mutation and who didn’t when you are trying to sort out the stack of warriors you just mutated. Furthermore, there seem to be sufficient negative effects on the mutated units to make a player want to disregard mutation all together. I’d rather see mutation have a net positive effect across all units than a neutral one because mutation is an active choice that should be rewarded in some regard.

The new mutation system does create some interesting mutations, I just don’t think it works from a player standpoint because it requires more micromanaging of one’s units.
 
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