Bloodington said:Kael, continued kudos as this mod keeps getting better and better. I refered more than a few people to it and they all love it.
I had a few ideas and things I noticed:
1. Seafaring trait: I know it's been discussed to give them a free lighthouse in all coastal cities. I thought letting all coastal squares produce a hammer would be better. Not ocean squares just coastal ones. This might be too good in some peoples opinions, just a thought.
2. A "Dispelling Circle" city upgrade: One of the most effective strategies for a human player is to build some good defensive units and then a ton of conjurers and mages. Your fireballs and elementals trash the city and then your units walk in. It may cost you experience but you very rarely lose a unit and the AI doesn't counter it well at all. An anti summoning city upgrade would offset this strategy or at least make it less effective. Maybe call it a null shield or anti magic shell for all those old AD&D players.
3. I've always been partial to the wonders that give you X building in all cities on the continent. I know you're going for more of a specialized cities theme so you may not like this idea. You could have a Marksman Academy for archery range in each city, War College for barracks etc..
5. Blatant Warhammer ripoff here but how about using the uranium icon as a warpstone resource? Maybe have it revealed by a wild magic tech and used to power a better siege weapon as right now there's just catapults and cannons. Makes more sense for players using a magic heavy civ or strategy than a cannon IMO.
7. How about an ancient fortress in the same vein as the watchtower? Have it give 125% defensive bonus or so and make it have a zone of control that can't be moved through by enemy units until the fortress is taken. Fortresses, especially along the border, were a huge part of medieval warfare and it'd be cool to be able to have a strong point outside a city to create choke points and the like.
Just a "few" ideas and once again great work.
1. I think that would be way too powerfull, unless you where penalised for production on land.
2. I think this is a great idea, although i would just have it add XX% to the city defense against magical attacks, similar to the way City Walls do. Say a 25% bonus, then an upgraded castle equiv that gives +50%, you could even have a wonder related to this as well that gives an empire wide bonus.
3. Whilst I do like those wonders, and miss my stonehenge (well maybe not as it would make building new cities even more expensive) having to many of these wonders would really mess with game balance.
5. Great idea, I think the idea of a Hell Cannon rolling across the map would be great, esp if you could put a chance in that it would turn barbarian every time it is used in anger.
7. I like it, but I have a slightly different take on it. Give it a min of +50% defense on top of the forts 25% (or replaces a fort with 75% + ) as a fort upgrade. I have always thought that the fort was way under powered as you are better leaving (or planting as you now can) a forest and defending that.
- You could even make the fort something like a cottage-town, where after so many turns of it being defended by a unit it gets automaticaly upgraded.
- 10 turns the fort turns into a Keep with 50% def value
- 25 turns Keep becomes Stronghold with 75% def value
- 45 turns Stronghold becomes Ancient Fortress with 75% def value and40% vrs magic attacks.
It would be even cooler if a stronghold became impassable to other empires units even if open borders was in place, if this is too powerfull could you make it impassible to civs that aren't at least pleased with you.