Making Doviello (and maybe Clan of Embers) more fun to play

dreiche2 said:
I don't know, are Orcs associated with jungle anyway? Wouldn't they just burn it down like forests?

Perhaps not 'jungle' in the specific sense. But 'jungle' in the sense that they are forced into living in the marginal, unhealthy regions. Be they swamps, scrubland hills, whatever, the dwell wherever more advanced, intelligent races don't want to live.

In Civ terms, that terrain is called 'jungle'. :)
 
yeah, I had something like that in mind, too. A simple way of going into that direction would be to remove the health malus from jungle for orcs. So then they could live next to it but wouldn't get a specific advantage...

on the other hand, if they can build in jungle, they don't get a specific advantage from the jungle itself, either, I see.
 
another crazy thought

what about giving them a happiness bonus for a couple of turns, when they kill a unit, you could differ humans, elves and dwarves.
Happiness would be caused by trophies gained from the killed units (maybe ears, teeth or heads).
each killed unit would give happiness for like 2 turns and the bonus stacks, meaning that nif you kill 5 units you get 10 turns happiness and it is prolonged by 2 turns for every unit.
with the 3 races you could get up to 3 happiness through this, may sound much, but you would probably have to be at war with 3 civs for that.

additionally if you have one of those "Ear Ressources" units produced in the capital get the according Slayer Promotion.
or maybe a national wonder for Doviello thats grants those bonuses.

then there should really be a Bloodlust Spell, avaiable to Doviello and CoE at Divine III or maybe a minor version on II.
The Minor Version could give the whole stack +20% Power for 1turn, maybe -10% Defense too.
The Big Version could give ONE unit +50% Strenght for 1 turn and heal the unit for a tiny bit, at the end of turn the unit gets something like 5-25% Damage. (That would mean the unit gets a temporary boost in strenght, during which it feals no pain, but when the boost is over it may die, depending on how severe the damage taken was (seems fitting to the theme))
instead of the 50% bonus i think a direct bonus to the Strenght Points would be better( like Heroic Strenght)
the reason is that 50% could be overpowered with the really strong units, but otherwise it would be to weak for a lv III spell

mfg
Mavy
 
Mavy said:
another crazy thought

...

additionally if you have one of those "Ear Ressources" units produced in the capital get the according Slayer Promotion.
or maybe a national wonder for Doviello thats grants those bonuses.

...

mfg
Mavy

All sorts of good ideas in this post. Dunno if they can be programed to exist under the Civ engine but it's good brainstorming. But how could anyone not live the concept of 'Ear Resources'? :lol:
 
This thread does give me some idea. How about giving the doviello a tech equivalent to seafaring, but for tundra and ice. Maybe having an air based spell for them and the illians for converting terrain to tundra and ice, with an appropriate balancing spell elsewhere to convert it back. This might be more flavorful for the illians, but it could also give the Doviello a bit of a "frostling" feel. Both of those civs seem to be focused on keeping or returning to the age of ice.
 
Lanun actually get their +1 food from water from their palace. Would be neat if Doviello got +1 food from ice/tundra so they could actually have some hope of maintaining a city in icelands.

Could give them a civ special that makes the lands around them turn to tundra or ice like the way forests turn to ancient forests for FoL
 
Sureshot said:
Lanun actually get their +1 food from water from their palace. Would be neat if Doviello got +1 food from ice/tundra so they could actually have some hope of maintaining a city in icelands.

Could give them a civ special that makes the lands around them turn to tundra or ice like the way forests turn to ancient forests for FoL

Ah right I forgot it was from their palace now. But yeah, the biggest problem with playing a tundra-based civ is the fact that you can't do much with tundra.
 
Sureshot said:
and id hope theyd learned a way to find food in tundra by now, they lived in it for a long time

How about a special resource. Reindeers, only Doviello can hook them up, and doesnt give a bonus until a camp is built. Gives a very good food bonus.
 
then theyd still want to vitalize their lands, since then theyd get even more food

if tundra got +1 food itd be like grasslands for them, and ice would be like tundra, which would be nice

they need more though i think, like invisibility in Ice, +% def in ice, +% attack in ice and tundra, make ice like deserts and cost 2 movement (and block visibility like a peak does)
be nice if ice in general gave a def bonus, since its gotta be hard to attack people in ice

i really like different civs liking different landscapes, it means theres times when land is amazing for one civ and poor for another, meaning they may not fight simply because neither has anything the other can use
 
Sureshot said:
then theyd still want to vitalize their lands, since then theyd get even more food

Well, nerf vitalize. I've never gotten that far in a game yet, but it seems like its a too good spell.
 
grasslands aren't exactly the ultimate terrain.

there are a few sub-standard terrain types, including: ice, desert, tundra

but in general plains and grasslands are plentiful, and they are equal.

1:food:1:hammers: vs. 2:food:

and the change from plains to grasslands isnt even one i like, normally i want to turn grasslands into plains for the production

if anything, spring is overpowered, as it changes a 0 yield tile and adds 1 :food: and 1 :hammers:, where as changing a plains into a grassland is an even trade.

vitalize shouldnt be changed except to make it take longer and be automateable (by making the spell summon a terraformer worker who can be automated to build 'improvements' that do the land terraform)
 
I think most people would rank one :food: over one :hammers:. One :food: is essentially worth half a tile. If you have a bunch of crappy tiles, then that :food: isn't that valuable. But if one tile gives one :hammers: four :commerce:, then one :food: is worth half a hammer and two :commerce:. However, this doesn't take into account the happicap, but I'm not sure how it would effect the equation.

Either way, spring is still a powerful spell. I wish there was a spell like it for ice tiles (the first level sun sphere spell, perhaps?).
 
i can't agree on the 1 food equalling 1 hammer, it really depends, ive heard people say hammers are worth more than food, and that commerce is worth more than hammers, people are not in agreement on the subject

i would like that sun spell, though i think we need more reversals too, like one that can turn grasslands into plains, or into ice, etc.
 
Commerce, as a whole, is more valuable than hammers. If you were to offer me a hundred hammers per turn to be distributed around my cities, or a hundred commerce to be distributed, I'd choose the commerce. However, individual hammers are tougher to come by (until you get Arcane Lore, at least for me). Same deal with food- it's why I'll build a cottage on corn instead of a farm in the early stages of the game. First, the tech that gives farms isn't worth it until later, and second, my city couldn't use all that food anyway. That, and farm cottages look so funny. :lol:
 
ya, those corn metropolis' are insane heh

food really doesn't become important until you have the happycap raised a lot unless you have non-uber city placements, but when you need it its very important, when you want to build wonders production starts becoming very important, commerce is important in the long term, but when war is near production becomes the most important.
 
Chandrasekhar said:
Yeah. I guess it boils down to the fact that excess food is worthless, excess hammers aren't very useful, but there's no such thing as excess commerce.
Excess food is not worthless when building settlers/workers, or under conquest civic. Or when pop-rushing or feasting population alot.
 
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