Masters of Mana

Tschuggi's input will indeed be useful here :D

I do agree with him btw, let's focus on faith and OMG FREEZE EVERYTHING!!!11!

also it seems like I'll have to write something about disciplines since you guys are already talking about them :D

I'll chill a bit before that though, so Gromblmompf you're next if you want :)
 
Neomega: can you please turn on the show resources arrows thingie? Makes it much easier to read the map.

I also think that before we start BIG research projects (like 99 turns for Hunting), we should talk a bit before embarking upon such a long and dangerous quest... i think it would have been better to research a few basic techs, but lets stay on track now.

I´ll play my turns later (just came home from work).
 
Neomega: can you please turn on the show resources arrows thingie? Makes it much easier to read the map.

I also think that before we start BIG research projects (like 99 turns for Hunting), we should talk a bit before embarking upon such a long and dangerous quest... i think it would have been better to research a few basic techs, but lets stay on track now.

agreed on both points ;)
 
I think we should try to take out the sheaim before they get pyre zombies en masse, ice maidens could come in handy there. that way we could also summon drifa later on :D

a couple things you may have noticed in the first few turns:

1) you start with a worker, which balances starting terrain out a bit and makes the early game a bit quicker ( keeping the Age of the Warriorpult at a minimum :D )

2) it's easier to set up a decent basic economy compared to FFH ( you don't HAVE TO research Education ASAP ) , but there's much more room for choice.

3) global yields get consumed when a unit of the appropriate type fights, which means long fruitless wars eventually dull your equipment and make all your units less efficient.


now let's talk a bit about the new promotion system in 1.4 :

units do not ( usually ) start with enough XP to gain promotions. after they gain a couple levels they can choose a Discipline. these are essentially districts for units, as they get you powerful abilities and allow you to specialize your units.

Disciplines also synergize well with unitcombats, for example mounted + skirmish for quick movement and pillaging, offensive + melee for citycracking, archers + archery for ranged bombardment etc.

each discipline then allows to choose suitable promotions, eventually leading to choosing a class which further specializes the unit.

promotions are also gained through combat, and some can only be gained through it. some of them are actually prereqs for classes.

units will get better at what they're doing, and develop "organically" based on both player choices and gameplay outcome.

also each discipline sets the unit to benefit ( combat bonus ) from a global yield, like metal or offensive, leather for ambush, lumber for archers etc.
 
[to_xp]Gekko;11234585 said:
now let's talk a bit about the new promotion system in 1.4 :

units do not ( usually ) start with enough XP to gain promotions. after they gain a couple levels they can choose a Discipline. these are essentially districts for units, as they get you powerful abilities and allow you to specialize your units.

Disciplines also synergize well with unitcombats, for example mounted + skirmish for quick movement and pillaging, offensive + melee for citycracking, archers + archery for ranged bombardment etc.

each discipline then allows to choose suitable promotions, eventually leading to choosing a class which further specializes the unit.

promotions are also gained through combat, and some can only be gained through it. some of them are actually prereqs for classes.

units will get better at what they're doing, and develop "organically" based on both player choices and gameplay outcome.

also each discipline sets the unit to benefit ( combat bonus ) from a global yield, like metal or offensive, leather for ambush, lumber for archers etc.

plus, after having chosen a discipline and after having reached level 5 (iirc), you can equip your unit with armory, weaponry, misc equipment, potions and gear, most of it available via global yield (lumber, leather, metal, herbs) and in some cases via mana (rings) and faith (shiny armor, f. e.). The higher you level up, the farer you tech, the better your available equipment.
 
almost forgot to mention another awesome new feature!

Epic Destiny victory conditions: each civ gets its very own flavourful victory conditions. bring the world to hell with the Sheaim, freeze it with the Illians, amass gold with dwarves, backstab people as svartalfar etc. :D
 
Spoiler :
Civ4ScreenShot0017.jpg


What do you think about this city spot?
It has sheep kelp and alows us to control the nothern pass while forcing the sheaim to expand southwest leaving very little space between that city and their capital.
 
agreed we should expand towards the Sheaim ;)

another change worthy to mention:

Hero promotion no longer gives +1 XP per turn till 100 XP.

instead, Hero gives 33% chance per turn to gain Second Chance, which means the unit won't die in its next lost fight.

the result is that heroes actively get their XP instead of just sitting idly to grow :D
 
Spoiler :
Civ4ScreenShot0017.jpg


What do you think about this city spot?
It has sheep kelp and alows us to control the nothern pass while forcing the sheaim to expand southwest leaving very little space between that city and their capital.

It's far away from the capital. I don't know how we are going to get the settler settled any time soon, honestly. The wilderness between will cripple us if we do go to war with the Sheiam, which is highly likely if we build a city that close to them.

how do you get that red BFC though?
 
Hmm you do have a point with the wilderness but i am afraid the sheaim will settle there instead and i would highly dislike that.
Also the red thingy is done by strg(or alt)+ x
 
let's talk about the wilderness system while we wait for Gromblmompf :D

in FFH and Wild Mana, the strength of barbarians grew higher as time passed.

in MoM, it depends on the distance from civs' starting locations. near your capital you'll fight skeleton, orcs and goblins etc. , but as you venture into the wilds you'll encounter far more dangerous enemies :D

this keeps expansion in check and also keeps the wilderness a factor throughout the game.

also some rare and powerful resources and unique features are only placed in high wilderness level areas... you're going to have to kill some big baddies to get mithril, but you'll be rewarded for it :D
 
I think we should build a city closer, in the direction, and then build that one next. Because Braeden is greedy, we should be able to expand a little faster than normal, because cities give gold. However we will need to get our borders expanded out that way so beasts and barbarians do not interfere. The best way to do that is to slowly move forward with a good road system, so we can hit and run the forts and barrows that will be established, and pick up animals along the way to use as softening attacks, while still building up our research and economy in our capital.

If we build a city directly west of the mana shrine, we could get a good leather city going, and then build the third city one tile south. Either way, building a city that close will be war, unless we have a powerful, well trained army. Even then Os-Gabela does not like us, because Braeden is male. So we might as well take as much land from them as possible, and hopefully make it snow as quickly as possible.
 
I really like the MoM Mod, its awesome. I played a couple games with 1.3, when i have time ill get the newest build. However the succession games looks like its rather involvement heavy so im not sure I would participate, i may lurk around though ;)
 
Sry i fell asleep yesterday and have to go to work soon, so i can play in 12 hours from now at the soonest. Gekko should probably play before me unless you guys want to keep talking about the wilderness. :-)

Anyhoo, i have been thinking... shouldnt we at least research Fishing? Maybe even Mysticisim, so that we can build Temples of the Hand. I am not sure about Mysticism, but i am very sure about Fishing. Fishes are nice and help us grow and spam workers and settlers (with the focus on Hunting, we can build anything else anyhoo).
 
Sry i fell asleep yesterday and have to go to work soon, so i can play in 12 hours from now at the soonest. Gekko should probably play before me unless you guys want to keep talking about the wilderness. :-)

Anyhoo, i have been thinking... shouldnt we at least research Fishing? Maybe even Mysticisim, so that we can build Temples of the Hand. I am not sure about Mysticism, but i am very sure about Fishing. Fishes are nice and help us grow and spam workers and settlers (with the focus on Hunting, we can build anything else anyhoo).

I also hit the pillow early yesterday :lol:

agreed that after Hunting we're gonna have to get some cheap basic techs asap.

I'm also going to be @ work for a while and have some stuff to take care of as soon as I get home, so you should go ahead and play your turnset when you're ready ;)
 
what would you guys think about using our worldspell ( if needed, which it will likely be ) to take out the sheaim ?

plan goes as follows:

1) build military bigger than theirs!
2) surprise attack!
3) STASIS so they can't build reinforcements!
4) profit!

if we time it well we should be able to catch em flat-footed. hardly machiavellian,but it should be effective :D
 
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