Mist mechanic and perception

The mist mechanic reminds me a lot of the high elven mythals from the forgotten realms campaign setting for dungeons and dragons. They worked by using a charm type effect to either mentally repulse those who tried to enter the city, or confusing them and dulling their memory, so they'd march clean through the city without doing a thing, regaining their wits on the other side with no memory of what they were just doing.

If mist works vaguely similarly to either of these options, by having even the most subtle of mind/spirit magic to help repulse invaders, then it would make sense that the magic resistance which is virtually universal among mechanos units would help them get through.

Otherwise, an additional artillery option, allowing you to destroy a city's population and eventually level it entirely, would suffice. Yes it's evil, but I'm sure if you lob enough explosive shells into the mist it'll eventually dissipate, along with the city producing it.
 
well, it depends on distance... can the mechanos send shells hundreds of miles away ? (it depends on what represent 1turn. If 1 turn is a week... you can walk 100 miles in a week.)

But the mist is.. mist.
That's why it reduces the city workable tiles to 1st ring and reduces commerce. If it were to be completly like what you described, only ennemies would be affected.
 
How about Perception providing a bonus against Illusions? The more perecptive an opponent the more likely they are to spot minor flaws in the illusion.
 
well, it depends on distance... can the mechanos send shells hundreds of miles away ? (it depends on what represent 1turn. If 1 turn is a week... you can walk 100 miles in a week.)

At some point, RiFE is going to have to standardize a game speed. Normal seems to be the unofficial candidate right now, but maybe it would just be easier to explicitly state this in the download thread and stop trying to balance for the others.

1 turn = 12 hours seems to me to be a pretty realistic conversion factor, allowing farms, for example, to represent not just single steads but entire farming communities.

1 turn = 1 week would be absurd in any situation. And yes, I never considered vanilla Civ time-per-turn constants to be anything close to realistic. :P
 
How about Perception providing a bonus against Illusions? The more perecptive an opponent the more likely they are to spot minor flaws in the illusion.

Possible, honestly. Would help make Perception worthwhile when not at war with the Sidar.

At some point, RiFE is going to have to standardize a game speed. Normal seems to be the unofficial candidate right now, but maybe it would just be easier to explicitly state this in the download thread and stop trying to balance for the others.

1 turn = 12 hours seems to me to be a pretty realistic conversion factor, allowing farms, for example, to represent not just single steads but entire farming communities.

1 turn = 1 week would be absurd in any situation. And yes, I never considered vanilla Civ time-per-turn constants to be anything close to realistic. :P

Frankly... We do. We all test/play on Normal speed. All other balancing is done automatically, we do very little to adjust for other speeds.
 
1 turn = 1 day means a whole normal game represent between 1year and 2 years (200-400turns)
that you can, without knowledge of it) create 1 immortal (or even harder : 1 ship of the line) in 4-5 turns, meaning : in less than a week !!!!
totally not realistic ! (even a ship of the line in 5 months would be stretching it but acceptable)
without foreknowledge, you discover mining then smelting then iron working in less than a year !! and you breed horses and cow and can spread corn or weat to your farms in about a year ??

as a rule, I use "living world option" with normal speed and have an event every 3-5 turns. sometimes I can have two "this is the month of ...." following each other. It means that a month/moon is at least shorter than the time between 2 event in the living world option :D
 
as a rule, I use "living world option" with normal speed and have an event every 3-5 turns. sometimes I can have two "this is the month of ...." following each other. It means that a month/moon is at least shorter than the time between 2 event in the living world option :D

Not really. It could be the month of Sheep and Cows.

Realisticly, I think that trying to assign a real time interval to civ turns is a sign of insanity, and you should all seek professional help! ;)
 
strange, i believed the mist thing was actually too weak, at least for human players. city radius of 1? bah. activating when the enemy comes, deactivating when they go... on/off, on/off, on/off...
or leave it activated and form a ring of cities close to each over, making a wall along your empires borders... but that makes sense only on big maps where you can afford useless cities.
maps i usually dont play.
if it is to be nerfed, then have the city radius penalty removed as well.
as far as i understood (and i may be wrong here) sidar cities are concealed all the time?

"oh theres a stranger outside the citiy walls, lets activate the smoke machine!"
pointless.

(btw. im a big fan of the mechanics altogether, never bothered playing sidar in any of the ffh mods before till this)
 
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