Malakim Desert Mechanics

Population moving could be done via a "Join city" spell available only to malakim settlers/wrokers

Or how about the ability to convert population into desert raiders by spell instead of construction if the city is in a desert?
 
If it's a spell, you can do it one per turn, it seems a bit overpowered to me. I think you should still have some cost to do this, if not by settler/worker, maybe another UU ?
 
I think some bonus food-yield per trade route would be a good way...
The other things doesn't sound very logical.
So we didn't have lot of cities in the desert, and we also don't have much Nomads in the desert (compared to people in mild climates), so why should nomads add food to a 'civ city' ? They had problems to get food for themselves...

What i think would also make sense is being able to build improvements wich spread water. Arabian civs had build large underground caverns and 'pipelines' atleast a few did, to bring water to their cities, so at least you would be able to build a farm on a plain-tile between desert-tiles.

I don't know, what about a special building adding for every sand-tile 3 commerce, called glassblower (yeah i know, glass isn't made from normal sand), and also the ability to change food/commerce/production for each other for the malakim civ (could be much work to code and also a bit hard to handle i think...).
 
If possible, that sounds great.

Can you let terrains/improvements allow for specialists? I think some civics allowing a certain specialist per certain terrain type would be awesome (Arete letting you assign an engineer per peak, Guardian of nature a Bard per Ancient forest, etc)
 
Suggestion: Add to Malakim city one commerce per number of deserts in fat cross limited by number of population.
If it is too much, maybe unique building caravan house(+1 trade route, 25% trade route yield) buildable only in city with some number of desert tiles in a fat cross(8?) should be enough.
 
Or it could be automatic: malakim nomads randomly leaving cities as uncontrollable units, which travel to other cities to add to the population there.

Limit this to only unhappy citizens leaving. Then make sure the journey is less than 8 tiles and the destination city is linked to the Malakim trade network. No new migration during war. Also, put a hard cap of 3 population points moving about at any time to prevent surprise attacks destroying too much population. These are nomads and hard people so give them strength 3, metal weapons bonus and maybe even movement bonus with horse.
Now the only problem is that the 20th citizen requires much more food than the 5th. Perhaps have a migrant from a very high population donate some food when he arrives in a low population one?

I don't think this system would be very influential, it would just add a little flavour and maybe speed growth of newly founded cities.

And maybe you could use automatic migrants like this as a nomad camp generator. An unhappy citizen has a chance per turn (0.5% with 1 unhappy, 1% with 2 unhappy, 3% with 3 and 5% with 4) to leave the city, find a desert/plains tile inside your territory but outside fat crosses and create a nomad camp. Donates 1/1/1 f/h/c per turn to its parent city. If territories or parent city get changed/razed then it would probably be easiest to destroy the nomad camp rather than have it become a migrant that travels back to Malakim territory. There'd probably need to be some hard cap of nomad camps per city to prevent a Flood Plains city becoming a nomad camp spammer as well as a GP spammer.
 
Maybe rather than giving them some mysterious use for desert terrain, perhaps you can give them bonuses on some things that commonly occur in deserts that only they know how to use to it's potential. Maybe a resource of some fat desert reptile that can provide abundant food(maybe some different bonus for a different civ), also maybe a larger bonus for an oasis. It makes more fictional sense to have them survive a harsh environment through traditional secrets, rather then simply making the environment not harsh for them. The Plains Indians followed the buffalo to survive, maybe there could be some desert animal that serves the same purpose. Yes, they can survive in the desert, but even for them there should be bad desert and good desert.
 
I think I'll have to go with Cephalo having the easiest to implement and most plausible idea so far (though I love many of the others).


Just as the Lanun have Pearls, add in some desert only resources that are exclusive to the Malakim (preferably with chances of appearing based on Sun mana/Desert Tile like minerals having chances to appear with Earth/Mine).
 
Wouldn't increasing the frequency of Oases solve the problem?
 
Increasing the frequency of Oases just makes desert terrain better, which it shouldn't be. Deserts are crappy. The problem is that the Malakim are punished for choosing thematically correct terrain, not that deserts suck.

-- ACS
 
ok ive been thinking about this also.... how about this...

The malakim are given the ability (through a trait or the palace) where by deserts are converted into an "ancient desert", perhaps called revered desert or somthing to it better into a religious theme.... these deserts would remain the same as ordinary desserts except for one thing, like the way flame pillars light or fire spread around forrests, perhaps somthing can be added to create a roving nomad band like some people have suggested, it enters a square randomly, stays for a couple turns then moves to an adjacent square. You could make it heavily benefit a malakim city by perhaps adding GPP, increased culture, more money while having the offset that is removes one happiness for the duration of it being worked to represent the upheaval caused by cultures intermingling.

This way the bonus would be large, but not always there, you could also have only malakim able to see it, much like pearls with lanun...

what do you guys think?
 
On the GP theme, how about plain deserts (not flood plains or oases) contribute Great Prophet points, perhaps requiring a given civic or tech first. Or, achieving a similar result but with a more direct benefit to the city, granting a free priest for every two plain deserts in the BFC? It's reasonably simple (I say that knowing nothing about how to mod it in!), and hopefully in keeping with the overall religious theme (wise men/hermits out in the wilds etc).

My 2p.
 
I like the roving improvement idea of Chambers. What if there was a repeatable, ritual-like build option of "Nomadic Alliance". Building the alliance is akin to forming an alliance with the nomads living in the desert, the build time and resources being negotiations, gifts, etc. The requirements for the option is a desert (non-floodplains) tile within the city limits.

Once built a random desert tile within the fat cross gets a "Nomad Camp" improvement. It could be 1/1/2, pillagable. Maybe with a +0/0/1 bonus for having a market. Each turn there is a chance that the nomad camp moves to any desert tile in a 2 tile radius. This may take it out of your fat cross or even out of your borders. They may end up in another city, the wilderness or even another civiilization. Hey - they're nomads.

You could build it several times, simulating alliances with different tribes of nomads. This could be worked into the random events as well. Nomad pops up in Non-Malakim region. Nomad prince offers services. Nomad warriors raid your farm. Gift gold (or later items). Maybe a chance to find an oaisis. But all these would be random and outside the direct control of the player. The chances would be better by building more, but you could not force them to do anything.
 
On the GP theme, how about plain deserts (not flood plains or oases) contribute Great Prophet points, perhaps requiring a given civic or tech first. Or, achieving a similar result but with a more direct benefit to the city, granting a free priest for every two plain deserts in the BFC? It's reasonably simple (I say that knowing nothing about how to mod it in!), and hopefully in keeping with the overall religious theme (wise men/hermits out in the wilds etc).

My 2p.

I'd rather the GPP theme go to Empyrean-worshippers as a whole, not necessarily the Malakim, and that they got a different bonus from deserts.
Each religion seems to have a "points theme" going for their temples.

Order: Military Production
Runes: Gold
Leaves: Health
Overlords: Culture
Veil: Science

With BTS's new espionage system, it seems natural that the Council would get Spy Points for their temples, but that leaves the Empyrean.
Considering there really hasn't been a religion dedicated to Great People (the closest is Runes, but that's really a side effect from having a ton of engineers around), it might be a unique theme to consider.
 
I had another thought about deserts and the Malakim: would it be possible to rig it so that every Malakim city gets +1:food: from desert tiles in its radius reguardless of whether or not they're being worked?

That would definitely overcome the lack of workable tiles and give the Malakim an incentive to spam specialists for GPP, but I'm not sure if its balanced or if it even makes sense.
 
People of the desert must surely be a bunch of tough bastards, or so Dune would have us believe. Therefore there should perhaps be a way for deserts to make the Malakim units tougher. How about a promotion with +X% bonus where X gets bigger the more deserts are in the building city, or in the empire as a whole. Alternatively the units could just get more XP per desert tile. Having the bonus being per desert in your empire encourages wide spread of desert, especially outside of your city borders.

Or how about some unique desert units. A unit which is invisible in deserts, so whenever you enter a desert, you dont know if one is lying ready to initiate combat. Or a great sand worm unit, which can only ever be in a desert square, so you would have to expand the desert to move it around.

Maybe the Malakim deserts are especially harsh, so whenever an enemy enters a desert tile in Malakim teritory, they are damaged somewhat every turn. That would make defensive desert use an option. An alternate explanation for this, could be small ambush parties draining the strength of the unit.
 
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