[to_xp]Gekko;12080205 said:Tholal, could I persuade you to make a gameplay change?
..."create battering ram ability" : spend 3 turns on a forest tile with a melee unit, and after 3 turns you get a battering ram and an unforested....fits the Doviello like a glove! siege engines are invaluable but they slow down your stack and shamen come with haste so... being able to get a siege engine while in enemy territory is a godsend. and if there's a civ in need of a boost, it's the doviello.
so I propose to change the Khazad prereq of the spell to Doviello.
honestly to me it always seemed like this was actually the way it was meant to be because it makes so much more sense...
YES!!!
This does make a lot of sense. The Doviello should be quick through the wilderness, and it seems very fitting, and also excellent gameplay. They can use enemy tiles against them (forests). I would also suggest that lumbermill improvements could generate a siege in only one turn, and that in the case of ancient forests it would have a 90% or even 100% chance of spawning a treant to defend the forest.
It also makes sense for Clan of Embers really, though the Doviello are still in need of something special I think. If it were me I'd consider giving it to Clan too, but have it take a turn or two longer (lazy workers after all!) That way they still have the option on farther away war parties, or to replenish their lost siege units, but giving the Doviello the advantage in flexibility, to retreat to the wilderness as needed, and quickly turning out new siege weapons when they regroup from the forest.
It might be getting carried away, but living off the land could be developed further into a theme. Wolves and hunters standing on pastures or camps could cast a self-buff for something like haste/regen/dance of blades that lasts two or three turns. Possibly a self-heal like a bloodpet
Units missing bronze/iron/mithril promotions might be able to aquire them by pillaging (or standing) someone else's appropriate mine - without the technology required to build the mine (they just use it, not make it). Linking it to pillaging makes it more special by limiting how many units can get some before it's gone. (might be cool for barbarians in general).
Doviello I think really need something still, and these little gameplay changes might make them fun to play as resourceful hit and run raiders in rough terrain, while Hippus uses their very different advantages to conquer the plains and grasslands.
On a different note, I always thought it would be cool if Water 3 mages could part rivers for an attack, to temporarily disable amphibious assault penalties for other units, or sun to dry them after a 3 turn cast time.