QES
Court Jester
SchpailsMan said:Something like this already exists in Vanilla (and FfH) with techs that "improve" improvements' yields.
Ya, farm yeilds. {EDIT: And windmills, and the like, but all income(hammers/gold/food) based. What about resources and strategy improvements?} i have the image of the worker going back to the tile and clocking some hours. Plus if its possible, it could look different as it upgrades.
{EDIT: Or Better Workshops that provide bonuses to wood buildings (a increase in speed for buliding those types of structures, Or Mines for dwarves that add race specific benifits like more food (but a regular mine must be built first). There are a lot of options outside of income generation. IF its possible to program. I Like the idea of Graveyards for any player that dabbles in necromancy. Maybe these improvements KILL the tile, but randomly spawn undead units that belong to the host nation. Upgrade the graveyards to generate better and better units. Graveyard - Cematary - Haunted Mansion - Desecrated battlefield. Graveyards could produce skelitons, Cematarys more often, Haunted Mansion some sourt of vampiric awesomeness, and Desecrated battlefield could produce something nasty, or something less nasty quite often.}

but in my first game I didn't come close to losing a caster. They can move into range, cast, and move back into a well-protected tile, if the area is dangerous. In the meantime it's fireball firebal fireball fireball plague plague plague plague plage. Then send in your units (one at a time to limit the spread of disease) to wipe out the enemy units which should now be at about strength 1.3. Then one Cure Disease at the end of your turn, if needed, and yet another enemy stack has been utterly demolished.
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