Kael
Deity
Kerrang said:Still luvvin' the mod Kael, I hardly play vanilla civ any more. I was going to report a bug with the mages, but I see someone else beat me to it.
After taking a look at the planned civs for phase 2, particularly the pirates, I have a couple of suggestions.
First, I notice you haven't named them yet, I think "The Crimson Permanent Assurance" would be a great name for them, not sure if that will fit into the space allowed though...
The addition of a pirate civ simply screams for more naval units. Some possible naval ship types I think would make good units are Fire Ships, Cutters, Sloops, Hulks, Frigates, Line Ships (Ships of the Line of Battle), Gun Brigs, and Schooners. Probably too long of a list, but it could be trimmed down some, and still offer a nice variety for the naval minded.
If you are interested, I could probably work up some unit stats for the various ship types, as well as advancement options. Additional techs would likely be needed as well, and I can make some suggestions along those lines if you think this would be a good addition for the mod.
Whats the reference from?
Loki and some of the other folks here have done a done of work on the naval design. Im not so interested in ship names or stats, but of interesting game concepts. Its easy to make 5 different ships of different speed, strength and cargo capacity. Whats hard is differentiating the ships from each other to make them interesting.
For example, how cool would it be to create pirate units that earn gold by destorying other ships. When they win a battle a small amount of gold is taken from the losing ships civ and placed in the pirates hold. When the pirate ship gets back to one of the owning civs cities the pirates cargo is emptied and the civ gains that much gold.
Ideas like that are what Im looking for. Fun stuff to play with that the AI would be able to play correctly.