Deon
Lt. of Mordor
Download here:
Version 0.2 for FF 042; bug with champion model reference is fixed; new adept art (recolored unit by NakNaks93).
http://forums.civfanatics.com/downloads.php?do=file&id=10878
There're a few major bugs caused by the modular loading. I can't fix them now until I release a version which overwrites some original FF xml files (this may be the only option).
1) Adaptive doesn't replace the current trait, it adds another.
2) Desert People is avaliable for other civs.
3) Workers start with Fire I instead of Sun I (FF feature), my bad.
I will make a few changes and release 0.3 soon.
Greetings, comrades.
I felt like I want to tweak Malakim so I made some little work.
For now they are a decent civ with nice abilities but they do not have enough unique units/features (in my opinion) and their racial should-be-a-power is underused.
So, let's look at them. They are supposed to be desert dwellers and have nice bonuses in deserts but they can't actually work deserts so their cities end somewhere in "casual" regions and their possible desert domination is wasted.
Kael promised to make them stronger in 0.34 so I'm going to wait till then but I will post my thoughts/research here after a few games.
The changes I've done:
Unique "Desert people" tech which allows Malakim an easy access to their bonuses.
New "Merchant" trait for Varn instead of previous "Financial"
+1
,
in each city.
+15%
.
Bedouin unit:
Raider unit:
Bedouin Swordsman (graphics only):
Bedouin Champion, Knight and Immortal (graphics only):
Mercenary Musketman (graphics only; replaces Arquebuser)
Adept (graphics only; recolored unit of NakNaks93; replaces current "alien woman" graphics):
Special actions for Bedouin:
Has Fire I (can turn plains into deserts).
Can establish caravan route (works like road but only for Malakim; +1
on plot)
Can build Bedouin Sit (only in deserts):
Bedouin Sit (cost 15
) +1
-> Bedouin Camp +1
+2
-> Bedouin Village +2
+3 
They grow slower than cottages.
A picture of a working desert country:
(smaller "tribal villages" are bedouin village graphics)
=============================
The overall picture is: Varn loses his financial trait -> he's not that good now at "grassland/whatever cottage spam". Instead he gets a possibility to "farm" deserts gaining nice profits (+2
+4
from a desert square with bedouin village + caravan route). Also he doesn't need to build roads all over the desert so he is not an easy prey for "raiders" anymore on his sandy territory.
Any ideas/suggestions are welcome!
Version 0.2 for FF 042; bug with champion model reference is fixed; new adept art (recolored unit by NakNaks93).
http://forums.civfanatics.com/downloads.php?do=file&id=10878
There're a few major bugs caused by the modular loading. I can't fix them now until I release a version which overwrites some original FF xml files (this may be the only option).
1) Adaptive doesn't replace the current trait, it adds another.
2) Desert People is avaliable for other civs.
3) Workers start with Fire I instead of Sun I (FF feature), my bad.
I will make a few changes and release 0.3 soon.
Greetings, comrades.
I felt like I want to tweak Malakim so I made some little work.
For now they are a decent civ with nice abilities but they do not have enough unique units/features (in my opinion) and their racial should-be-a-power is underused.
So, let's look at them. They are supposed to be desert dwellers and have nice bonuses in deserts but they can't actually work deserts so their cities end somewhere in "casual" regions and their possible desert domination is wasted.
Kael promised to make them stronger in 0.34 so I'm going to wait till then but I will post my thoughts/research here after a few games.
The changes I've done:
Unique "Desert people" tech which allows Malakim an easy access to their bonuses.
New "Merchant" trait for Varn instead of previous "Financial"
+1


+15%

Bedouin unit:

Raider unit:

Bedouin Swordsman (graphics only):

Bedouin Champion, Knight and Immortal (graphics only):

Mercenary Musketman (graphics only; replaces Arquebuser)

Adept (graphics only; recolored unit of NakNaks93; replaces current "alien woman" graphics):

Special actions for Bedouin:
Has Fire I (can turn plains into deserts).
Can establish caravan route (works like road but only for Malakim; +1

Can build Bedouin Sit (only in deserts):
Bedouin Sit (cost 15






They grow slower than cottages.
A picture of a working desert country:
(smaller "tribal villages" are bedouin village graphics)

=============================
The overall picture is: Varn loses his financial trait -> he's not that good now at "grassland/whatever cottage spam". Instead he gets a possibility to "farm" deserts gaining nice profits (+2


Any ideas/suggestions are welcome!