Kael
Deity
TheJopa said:I made some thought about werewolves. I like their concepts, but they should be something more... unique and special. So I have few proposals (For phase 2, I believe)
First of, I think that any race should be able to have them, not only race which builds Halfmorn. How about giving wild wolves lycantrophy promotion, so that any unit which WINS fight against wild wolf has 10% chance that it will be turned into wherewolf. Second, werewolves are wild, uncontrolable beast, and there must be some downside in using them. I would give them +25% attack, -25% defence (Just attach this to their 'werewolf' promotion). Also, if any unit with werewolf promotion enters city, it would construct «Werewolf presence» building (You said that this can be done via 'on move' python command) It would give harsh unhappyines penalty and gold reduction due to their pillaging, and also small chance each turn that city would reduce population by 1-2 and spawn another werewolf (They are attacking civilians after all). Finally you can give them random chance (each turn) that they will pillage tile they are standing on.
Well most of this is for phase 2, but what do you think about ideas?
I like the fact that the werewolves are limited just to the civ that builds Duin. Because of that they are a majpr factor in some games, and little effect in others. I like that because it makes the game different. I would like to have other factors like that, but i dont want to increase the role of werewolves.
I really like the idea of limiting werewolves in cities. Unfortunatly the AI wouldn't understand the effect you describe, so it would destory its won cities if that was in place. I may be able to make werewolves simply unable to enter allied cities which may accomplish the same flavor but be easier for the AI to deal with.