Nor'easter
Emperor
- Joined
- Feb 25, 2007
- Messages
- 1,928
Playing as the Cualli for the first time (not counting having played as either the Cualli or Mazatl in Fall Further a very long time ago). A few thoughts/suggestions:
1) When a worker has the option to chop a jungle, it would be helpful if the mouseover for the action indicated how it would affect the yield on the tile.
2) It might be helpful if the Cualli had some way to get rid of swamps other than waiting to get Sun Mana and having an Arcane unit Scorch it away. In particular, it was frustrating to have swamps develop on hills, which I would have preferred to mine or windmill. Maybe instead, block swamps from developing on hills? Or allow mines and windmills to remove swamps? (Or neither, if that's what you prefer.)
3) The 'pedia entry for Sacrificial Altar says that sacrificing a unit Empowers priests. The mouseover for a unit's Sacrifice action, by contrast, says that sacrificing the unit will gain some research. Maybe both are true, but should be harmonized.
4) It might help if the Cualli had a T1 Disciple unit to create a great work with the +20, to be able to quickly pacify a newly-conquered city. Most other civs can do this, and it really slows the Cualli down during a war, having to wait for a city to pacify on its own. OTOH, maybe that's intended, given the Cualli's mainly defensive military nature (automatic terrain change within their borders, combat bonuses on that terrain). As an alternative, maybe give Priests of Agruonn this ability? That forces you to decide whether to sacrifice a more substantial unit than a T1-equivalent Disciple unit.
Anyway, that's it for now. Hope at least some of this is helpful -- stuff to maybe think about, if nothing else?
1) When a worker has the option to chop a jungle, it would be helpful if the mouseover for the action indicated how it would affect the yield on the tile.
2) It might be helpful if the Cualli had some way to get rid of swamps other than waiting to get Sun Mana and having an Arcane unit Scorch it away. In particular, it was frustrating to have swamps develop on hills, which I would have preferred to mine or windmill. Maybe instead, block swamps from developing on hills? Or allow mines and windmills to remove swamps? (Or neither, if that's what you prefer.)
3) The 'pedia entry for Sacrificial Altar says that sacrificing a unit Empowers priests. The mouseover for a unit's Sacrifice action, by contrast, says that sacrificing the unit will gain some research. Maybe both are true, but should be harmonized.
4) It might help if the Cualli had a T1 Disciple unit to create a great work with the +20, to be able to quickly pacify a newly-conquered city. Most other civs can do this, and it really slows the Cualli down during a war, having to wait for a city to pacify on its own. OTOH, maybe that's intended, given the Cualli's mainly defensive military nature (automatic terrain change within their borders, combat bonuses on that terrain). As an alternative, maybe give Priests of Agruonn this ability? That forces you to decide whether to sacrifice a more substantial unit than a T1-equivalent Disciple unit.
Anyway, that's it for now. Hope at least some of this is helpful -- stuff to maybe think about, if nothing else?