Is it possible to make pasture be buildable on the hellish version of plains? If you're stuck with a city in a region with plains and they get converted to hellterrain, you have a hard time to make your city grow to a reasonable size, even with sacrifice of the weak, since you can only build quarries and trading posts there.
In my mind it also doesn't make sense for evil civs to be able to adopts Healer Guild. Trying to be healthy is in my opinion not an evil but a good thing. Good civs cant adopt slavery, so it's just fair that evil civs cant adopt some guild aswell.
And if you're for example playing as Sheaim, there are uses for herbs. You need them to build/upgrade magical units and the garden is also useful for them, since you often need more happiness/healthiness when adopting ashen veil and/or slavery.
One could maybe think about adding some demonic potion thingy to the ashen veil religion, to give herbs some other use when playing with Ashen veil and using a plantation strategy.
- I agree with you when you ask to make pasture buildable in hellish version of plains. The fact that hell destroy most of ressources or transform them into useless ressources is a suffisant effect (I prefer a +50 % in culture production than a -x% health regeneration for the ennemy). And hell destroy desert and plain food in burning sand which is a hard effectt.
- I disagree with what you say about Evils (and Sheaïms) and the Herbalist guild. Giving the possibilty to boost plantations, to make herbalist district, and more than all, to access to the herbs equipement, is a very important feature that any Evil who want to specialist into plantations should obtain. If Evasth don't want to allow the good features, he can forbid to Evil access to the Healer unit, to the Health building and to the Health & Happiness wonder. But at least Evil should still access to the potions.
I know it may look strange & non elegant to have access to a guilde without all his features, but I think it's important to be pragmatic : I don't see Evils civls been specialist of plantations (as the Sheaims are, with their +0.50 mana per plantation) if they cannot access to the main guild plantations & herbs (last argument : The Warlocks love to make alchimie, potions and sacrifice black cats to the Devil right ? ^^).
Has the exuberant City Maintenance after pop 10 been fixed?
Asking because in the last version there really was no reason to get any city past pop 10.
- I agree. City Maintenance should increase smothly, this hard cap has no reason to be. It's another kind of anti growing/"anti become strong" I hate.
- If people love to use the city maintenance to slowdown the expansion reward, it's possible to dramatiquely increase the city maintenance for any occupied city, for 20 turns. It would be more logical (x3 maintenance for 20 turns because the city need occupation troops and colonial organisation to be ruled).
- Calavente has right about the Jotnar strenght, I think. I am not sure to understand why Evasth you prefer to don't give the scaling to the Jotnar units (Aristarkh's cannon fodder brainless undead troops should not benefit from any military buff, but giants are intelligent beings). You have maybe reasons I don't see. If not, it will be good to ugrape Giants units into modernised units, but it's maybe not logical to transform a Wild Troll into a Troll Lord.
Suggestion about Jotnar : Giving them "Firing" walls, or "Gigantic" walls
- Firing walls : Jotnar are a people of giants. When invaders dare to come at their immense cities, they can just take rocks and throw them. When a city as a Stone Rempart building, the ennemies who are at their gate receive -10 % health point per round (with a limit of -30 %) coming from the giants to arms who non stop fire them rocks.
- Gigantic walls idea : Jotnar with a Stone rempart are not a simple fortificied city, it's an immense fortress. High walls and cliffs as thick as mountains. Any invader need to breach hardly the fortification of a giant city with a stone wall, if they want to hope at least enter in the city. Info : If it's techniquely possible, give to the Jotnar wall the Moat faculty : it forbit any attack of the city, unless you downed the fortifications of the city to a certain percentage (zero for exemple). The problem it's it would make Jotnar city untakable by A.I because A.I rarely use siege units or fireballs. As replacement, we may just double or triple the fortification level of any jotnar city with stone wall, to make it very hard to take the city without a heavy siege work ? What do you think of this idea ?