[MOD] Fall from Heaven

I guess having an 18th century frigate wouldn't really fit in with the order theme... still, mythril ships for them instead then? you could make a greater range of ancient ships up to about middle ages ships, then going into mythril ships nearer the end. Could make all naval units civ specific, but then you'd have to hold it back 'til phase 2. Making them religion specific seems a little unfair on free religion. Or perhaps free religion could make frigates available, seeing as you'd no longer have the top religious ships...

Perhaps you could have national heros as well as religious (if you don't already)?
 
Chammadai said:
We have to take into consideration different things when valuing traits. What bonuses do they offer, how effective it is in your mod and what buildings are mad cheaper by them. Here goes:

Aggresive - A free promotion, which is simply great, although here units reach such high levels that it rarely makes any difference. Building twice stables and Training Yard is fine, but to make it really useful you have to have horses. There's an interesting way to use it - warriors get the promotion but you can upgrade them to Archers. I'd suggest making Archery Range cheaper insted of Stables and switching 'Combat I' into a new 'Trained' promotion which would work similarly but wouldn't be accessible otherwise (so only some of the units of aggresive civs would have it). You could add archery units to the list of the free promoted ones 'cause it's easy enough to build a warrior and then upgrade him.

So in general I have upped the power of all of the traits. Well, in truth I have upped the power of about everything, I love Civ4 but the differences between decisions aren't strong as I prefered.

I made the stables cheaper because I didn't want to lock aggresive civs into one tech line. They can go melee and get the promotion, or they can go mounted and get the cheaper buildings. If I moved both onto the same line players would be stuck with that path (or it would be useless to play an aggresive civ and consider any other option).

I like the idea to make a promotion available on if the civ has the appropriate trait. I just started playing with this in 0.90, giving a civ access to a building only if they have the right trait. Im going to note that idea and when I do the cov's for phase 2 I may use it then.

Creative - +2 culture in every city and cheaper obelisks. Woah, man! Since your mod relies on multiplying culture than adding it this is pure power. No one stands a chance when it comes to land grabbing and since the obelisks are made cheaper you can produce even more culture easier than others. Wonders and Great Artist (as citizens) seem to give far to much culture as well, but then, anyone can make them. +1 culture would be enough to give creative guys an edge. Maybe cathedrals can be made cheaper for them as well (they are of impressive architecure most of the time, after all).

I love creative, I always have, but I have a hard time seeing this as more powerful that the other traits. Its better than it is in vanilla civ, even though it is unchanged, because of the way the buildings are formed in FfH like you say, but I don't know that it is out of line with the other traits.

Expansive - +2 health in each city, half cost of granary and harbour. Useful (especially on higher levels of gameplay), not overpowered. Add smokehouse so people who start near domestic animals would get some bonus as well. If you think that three buildings are to much, remove harbour.

Expansive also give 0 upkeep on the Compassion (Health) civics. That can be a very powerful boost, especially late in the game. I want to keep the harbor in because I want the trait to appeal to different sorts of civs. More needs to be done around the water aspects of the game (as the last 3 pages of posts suggest) but I wanted it to be a viable option for "island" players as well.

Does knowing that the Expansive trait gives no upkeep on the compassion civics bring it into line with the others, or do you think it rates as less or more powerful?

Financial - +1 commerce on tiles which give at least 2 and cheaper monkey (;)) changer and market. I'm always amused by the fact how powerful this can be when played by the right person. Fear of Orthus generally slowed down my early expansion in 0.8, but still, the money (and science) making potential is incredible. I'd made tax office cheaper instead of market, 'cause when you have Runes in your city you make so much money (with 100% science) that you have all your units upgraded and can pay for buildings every other turn.

This is another one I haven't changed from vanilla for exactly the reaosn you mentioned, in my mind its VERY powerful. The reason I opted to stay ont he market is that this trait is strong in the mid to late game but doesn't have much impact on the early game. By reducing the cost of the market (instead of the tax office) there is an early game advantage to having the trait as well.

Industrious - I have no idea what is so powerful about it. Sure, you build wonders a bit faster, but forge comes pretty late in the game. I would say it's balanced. If you chose this trait than you simply need to build wonders not to be handicapped. You won't get them all, most obviously, but these which you will get have to make up for your lack of other abilities. Leave it as it is, or make Machinists Shop cheaper for them.

I had a clock tower in for industrious but I pulled it becuse the trait is already so strong. This trait is also the reason Duin is a wonder costed unit, not a wonder (and I may switch Typhoid Mary to the same system). The truth is the more important the wonders are in the game, the more powerful this trait is. And they are pretty important in FfH. The nice thing is its an easy trait to adujust because I can just throttle it up and down on the production bonus. Once 0.90 comes out I will be really curious to hear what peoples opinions are of this vs the other traits.

FYI: Personally I don't play industrious much. It just doesn't match my play style. The beauty of the system Firaxis designed is that traits that don't match our play style seem weak, and those that do match seem strong, just because we tend to play the same way and some fo the traits help that method. So personally I didn't think this was a very good trait but the conversations I read for vanilla civ on the relative strength of the traits always rate this near the top.

Organized - -50% civic upkeep, double production of lighthouse and courthouse. This one doesn't do much at the begging of the game but later on you save over 100 gold per turn just because you have. Lighthouses are important to build one of the most important wonders on maps with water - The Great Lighthouse. These guys usually get it. Courthouses come a bit late when compered to vanilla civ though. The building you mentioned seems fine, but +20% military production is too much. +10% maybe, but +2 exp in this case is a lot in itself. And it should require 3 barracks in your cities to let you build one. Then it would be just fine, I think.

The reason the building is so high is ebcause there is another way to get it for non-Organized civs. You can create one with a Great Commander. So the building needs to be worth the sacrifice of a great person. But I can put other limitations on building it such as increasing the cost, or requiring a minimum level troop before it can be built or both. (which may be a good idea since it kind of makes since that you should have some decently experienced troops before you can have a great commander). What do you think?

Philosophical - +50% GP birth rate, cheaper elder councils and libraries. This one seems weak. I don't think I've played philosophical in your mod just because it gives so little. Increase GP rate to +66% (so they would produce 5 per specialist when others produce 3). It would be a worthwile then.

Philosophical also gives no civic upkeep for the education civics. A very nice boost. I tend to be a little cautious around the great people so I lowered this from 100 to a 50% boost. Also libraries tend to be a lot more useful in FfH than they are in Civ4 since they allow access to adepts, mages and conjurers. Given that do you still think its underpowered.

Spiritual - No anarchy, healers get free mobility promotion and double production of temples. To compare, I change civcs 7-10 times during a game when I'm not spiritual. About every five turns when I'm spiritual. It's ridiculously worth having and I have no idea why my disciples/priest/crusaders/monks/other stuff, should be faster just beacuse I'm spiritual. When playing as an order it's far to easy to have a strong, very mobile army consisting of healers only. You should take this free promotion away.

I would be curious to get other opinions on this. Maybe a pool to see what the most powerful trait in FfH is?

Among other things, I believe that wonders and great artists as citizens give too much culture. You could either make some building give steady amount of culture or make those things give it less. And OO are the only ones who can't build warriors later in the game 'cause they have access to all three upgrades and game renders them obsolete. That's why I'd suggest giving the free aggressive promotion to archery type units as well...
I'll probably take a closer look at some of the wonder soon.

Cheers :)

You just blew my mind. I just jumped through a TON of hoops to make it so you have access to units even if you have their upgrades and you are saying you keep access to units if you don't have ANY of their upgrades? So all I would need to do to keep these guys around was make their upgrade a unit you can never get?

I gotta go test that, you may have just made my day.
 
Deathling said:
So, what exactly is going to happen with GP in the next few patches?

In 0.90 Great People counters have been added to most of the wonders (as they are in the origional game, I just hadn't been adding them to most of the new wonders I made). There are also normal buildings that may boost your Great People rate.

There is also a new Great Person being added, the Great Commander. He can be sacrificed to create recruits (3 free units of the highest type that players tech allows are created in the city), a Command Post (+20% military production, +2 xp, helps make more Great Commanders), or he can be used like a Great Engineer to finish production.

The "Adventurer" is still in the unit file but their isn't currently any way to get him. I would like to write a "rubber band" event that boosts low ranked players by rewarding them with an adventurer at a few points in the game. But I haven't written any of that yet and it won't be in 0.90. (0.90's feature add is complete, meaning that I am just working on testing and cosmetic changes between now and release on Friday).
 
Tesla23 said:
Great, more and better ships would be awesome. Mithrilships? Yeah!
Ships should definately become more different from one another. I would like to see the kamikaze-ship. Perhaps it has huge kollateral damage and medium strength but dies after one attack. Sort of a submarine for kilmore (wooden handcrafted, hehe) and overlords (seamonster)?
Minelayers sounds good, too. Some kind of seadefense-improvement, buildable by workerboats could balance the stronger becoming shipforces out.

Glad you like the idea.
What do you think the categories should be?
 
hmmmm... I´m not sure about the categories. Important is not to have too many. Perhaps 3 military categories would be enough, if there will be upgrades.

1. Fast moving but weak ships with a high retreat chance.
2. Strong ones with bombard and collateral damage but very slow (3, I guess)
3. Carrier Units with perhaps torpedos or magic stuff (and/or miniships which can only spy or attack in 5 field radius around the carrier. The carrier might have to dock a port in order to refill lost ships.)

The other more uncommon and cool ones like minelayers, submarine and Capitolship (with bonuses for other ships) could be build only once to increase their value or make them national units. Transportships should be completely undefended and captureable.
 
Sorry if it has already been mentioned.

The build icons for Prophet and Disciple of Kilmorph state +20 culture but when built, say +30 culture and in fact do give +30 when used on a city.

It may be the same for other Disciples don't know?


I built a few Disciples to help improve a newly captured city, where no matter what I built (culture was at +7/turn) I was loosing territory. The effect of adding a Disciple was more than a +30 boost in culture although it did do that, for each Disciple added the border was pushed back one.

So if you need to move that border try dropping a couple of Prophets or Disciple in and watch it move.


Hully.
 
Hully said:
Sorry if it has already been mentioned.

The build icons for Prophet and Disciple of Kilmorph state +20 culture but when built, say +30 culture and in fact do give +30 when used on a city.

It may be the same for other Disciples don't know?


I built a few Disciples to help improve a newly captured city, where no matter what I built (culture was at +7/turn) I was loosing territory. The effect of adding a Disciple was more than a +30 boost in culture although it did do that, for each Disciple added the border was pushed back one.

So if you need to move that border try dropping a couple of Prophets or Disciple in and watch it move.


Hully.

They are set to give +20 culture, I just checked to make sure. I suspect there is something else going on that is boosting your culture rate by 50%.
 
Hully said:
ok, thats interesting... so what could do this?

Hully

Pagan temple is +10% culture, the temples of the religons are +20%. So 2 of the religon tempels and one pagan temple would to it.
 
The revised navy sounds awesome

I wasn't sure what you meant by fast ships, but if they work like that then definately, maybe a national wonder could be required to build one the highest, or second highest type of ship, so that they couldn't be mass-produced, and having a national unit ship would definately be awesome, but remember, since this is civ4, navies at least in vanilla aren't as big, so limiting to 1 national ship would be a real limit, 2-3 national units isn't a real cap where navies are concerned

also it'd be neat if catapult ships, or the ramming/exploding ships, did collateral damage, some naval unit should, there much too much naval stacking in plain vanilla

-stalinbulldog
 
I haven't been able to keep up on posts, but I had a thought-- There being summoned units, could there be units that train other units for good? Say, give a mage a "master" promotion and you get a free adept--and then couldn't give them that promotion again. The new unit would have to not be able to do this, I guess, or it would be too many. But this would fix the not being able to build adepts if you build towers everywhere. Also, rangers could perhaps train their own birds, maybe someone else make golems too.
 
Nikis-Knight said:
I haven't been able to keep up on posts, but I had a thought-- There being summoned units, could there be units that train other units for good? Say, give a mage a "master" promotion and you get a free adept--and then couldn't give them that promotion again. The new unit would have to not be able to do this, I guess, or it would be too many. But this would fix the not being able to build adepts if you build towers everywhere. Also, rangers could perhaps train their own birds, maybe someone else make golems too.

Thats an interesting thought. But there are a few points. I fixed the unable to upgrade thing. Starting with 0.90 you will be able to build apprentices, all of the disciples, elven archers and dwarven sodliers regardless of what upgrades you have researched.

I still lik you idea though, though maybe not for free units. I like the idea of a one time spell that mages could cast and then they never get it back. Kind of a onslaught ability. It would be hard to get the computer to understand the usage, and it would probably be rare, maybe only one fo the t4 level units would have it. But it would make for an interesting strategic decision, should you use the power now or save it for later.
 
Kael said:
There is also a new Great Person being added, the Great Commander. He can be sacrificed to create recruits (3 free units of the highest type that players tech allows are created in the city), a Command Post (+20% military production, +2 xp, helps make more Great Commanders), or he can be used like a Great Engineer to finish production.

Wouldn't that kind of make GE obsolete?
 
Deathling said:
Wouldn't that kind of make GE obsolete?

GE can finish techs and make a specialist. The two units are similiar but the commander has a military focus while the engineer has a productivity bent.

So for example the Engineer specialist gives hammers while the Command Post boosts military production bonus. Hammers count toward everything, while the command building is only for military units.

I think they are different enough to justify 2 units. What do you think? Think I should give the commander half the fisnish building rush ability of an engineer?
 
Kael, I was just wondering. is there anything in the game setting that explains why the octopus overlords focus on culture? seems kind of weird :)
 
Okay, I know it's a purely defensive unit and that it's tier 4 and all that, but still I think the Shield Wall is a bit too powerful when it comes to city defense. Even if the unit can't be given the City Garrison promotion it serves this purpose all too well. Even using two heroes, several tier 4 units, 4-8 experienced macemen and cannons / catapults to take down the city defenses the Shield Wall is till a nasty unit to face when laying siege to a city. If an opponent has three cities with three shield walls in each taking him down will wear down your armies and make further conquest slow. Of course there is nothing wrong with a tier 4 defensive unit, but it really doesn't fit the unit description all too well, since it is stated that it is "not so good" for defending cities, but great for defending armies during march. This is just my opinion, but it really dampens the conquest / domination aspect of the game.

In addition there should be more barbarian units like Orthus. He is really nice for flavour and atmosphere in the game.
 
Pardon the noob question....but with this being my first post and all you should CUT ME SOME SLACK!! Hehe...anyway, my question is:

How does each update affect saved games? Should I download version .8 now or wait for a later version before getting into it? What I mean is if the next version is coming out in just a few days (it's supposed to) and it takes me a couple of weeks to finish a map (I'm mildly ******** and only have control over my left foot) would I lose my saved game when doing the upgrade?
 
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