Kuriotates and Cities

My bad. I assumed you were trying to make good suggestions.

Please do the math befor flaming me..
Dragons perch would give even a tad less :) and :health: on average than what the Kuriotates can get now with leaves.
If the makers of this mod care to balance this established strategy in the future it would be easy to raise the 3 :food: and :gold: from perch to 4 or whatever is deemed balanced then.
'till then i scale my suggestions on what is possible now.
Why would anyone care about a new mechanism, that is inferior to an already existing one...
So what was your point again?

settlements get super city sized borders, if you use great bards in them they dominate huge amounts of land.

Yeah it is pretty fun to culture bomb with them.
What else to do with all those good for nothing Great Bards you eventually get. :D
Even more fun on archipelago maps where you can actually split any other empire asunder.
 
I never bothered to build settlements until quite recently. I found that I like themmore than I expected, but settlers are too expensive. Imo, Kurioates settlers should be made dirt cheap, but only be able to build settlements (the first city would be an exception, of course), which would need to build the city hub to become a real city. I would prefer if the limit on the number of cities were replaced with difficulty in getting setlements up to city status.
 
Please do the math befor flaming me..

Please follow the quote thread before having a spaz attack. Also, look up the word sarcasm before hurling accusations of flaming around.


Imo, Kurioates settlers should be made dirt cheap, but only be able to build settlements (the first city would be an exception, of course), which would need to build the city hub to become a real city.

Actually, I think this would work on multiple levels. You make Kurio settlers cheaper and they can only build settlements. To build a city hub, you have to send a second settler, or some other unit (maybe even workers), there and it becomes an option to upgrade. City hubs are still subject to the current cap as well.

The unintended benefit of this would be the removal of the pop-up asking you what you want to do, which causes some problems with OOS errors among other things AFAIK.
 
Please follow the quote thread before having a spaz attack.

Spaz - From spastic, the disability.
Means a person that acts insane or mentally ********


Just let me assure you i do not suffer from such a discomforting disability.
But i thank you for your concern.*

Also, look up the word sarcasm before hurling accusations of flaming around.

* Sarcasm from Greek σαρκασμός (sarkasmos), 'mockery, sarcasm' is sneering, jesting, or mocking a person, situation or thing. It is strongly associated with irony, with some definitions classifying it as a type of verbal irony intended to insult or wound[1] — stating the opposite of the intended meaning, e.g. using "that's fantastic" to mean "that's awful".

So i get that you totally agree with my suggestion and your point of objection is that you have none.

Fine, so we can maybe get back to the point how to improve the Kuriotates and their cities as stated in the topic. I do actually like the buildable city hubs idea, but i would not make their settlers cheaper.
 
some of this discussion makes me think a nice addition to the expansive trait should be increased movement along roads within Kuriotate boarders (like the romans in either vanilla/warlords/RFC [cant remember]).

I can't help but mention that I really want those damn settlements to do something besides just push out borders.

[anything from being able to build a few basic buildings and have a smidge of economic potential to being able to build some basic units with a smidge of productive potential or even making caravan type deals that can become coin/beaker/hammers in one of the cities, anything]
 
some of this discussion makes me think a nice addition to the expansive trait should be increased movement along roads within Kuriotate boarders (like the romans in either vanilla/warlords/RFC [cant remember]).

I can't help but mention that I really want those damn settlements to do something besides just push out borders.

[anything from being able to build a few basic buildings and have a smidge of economic potential to being able to build some basic units with a smidge of productive potential or even making caravan type deals that can become coin/beaker/hammers in one of the cities, anything]

expanding the uses of traits would be nice, some of them are rather bare atm.

like Expansive giving mobility to all settlers.
 
Hm, someone please explain to me what use Mobility 1 settlers are for the Kuriotates.
It would duplicate the Hippus settler without an early combat unit able to keep them company.

Kuriotates are about developing the cities and their surrounding
and expansive all about (healthy) growth in those cities.

I can see them having a more efficient worker, better roads or no maintenance from # of cities (yeah, settlements DO count)..

but speedy settlers?

:lol: Glad to see you've got a sense of humor. You're still missing the point though...

Please explain. Maybe i'm missing it, because i'm not really getting it.
 
I like the idea of RFC-style increased movement for roads in Kuriotate territory. I would prefer if they added some of the special roads I proposed in the first thread I ever started. Maybe some roads could be trait specific.http://forums.civfanatics.com/showthread.php?t=210298
 
speedy settlers would just be to make Expansive traited leaders able to expand faster, not particular to kurioates

Edit: also note, that one of the hippus leaders has expansive, so her settlers would be 4 movement heh

So you send your settlers ahead of any fighting forces?
That's.. uhm.. unexpected at least to say.

I still find better roads inside their territory more attractive.
Maybe reusing the Homeland code (from Defender) for halving movement costs of roads?

I'd still prefer better mobility tied to settlements than to a trait, but the trait would be easier to code by far.
 
I think industrious worker would be able to build faster, not move faster.
Increased movement (unitwise) should stay with the hippus.
It fits their theme perfectly and would just feel like a copied over mechanism for any other civ or trait.

Building infrastructure is quite something different than giving non-combat units some movement points..
 
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