I actually had to stop playing Orbis because of castles. The annoyance of promoting my 20 castle guards every other turn was bad, but then when you get to an enemy city at turn 500 and he has nothing but castles, all with fort commanders, all at level +++ ...
THOUGHT - Fort Commanders could be a unique unit, only 4 at once... Plus maybe don't create them automatically... It requires a level 4 unit to goto the castle and get promoted to fort commander (losing movement, gaining defense bonuses). ... Past that, a Game Play option of "No Castles" or "No Fort Commanders". Once fixed, i'll be back, but the amount of catapults needed to proceed in these games is killing me.
Personally Castles and Fort Commanders are one of my favourite aspects in Orbis. They serve far more purpose than in regular FfH and the Fort Commander is a very useful unit. It's a great way to snag a vital resource when building a city would be unproductive, and their also very useful for protecting your interior and slowing down enemy assaults. Maybe a No Forts option could be added, but I certainly wouldn't want to lose them altogether.
You should have seen it when it was +1Agricultural is very strong. The food boost fuels a rapid expansion (faster workers and settlers) as well as tying well into various civics (try out Agrarianism, Conquest, Cast System, Vassalage for a power combo).
Hmm... So...The initial unhappiness from Greedy and Imperialistic slows down the start of the game considerably, and the bonus from Imperialistic is very weak.
Maybe instead give Imperialistic +2 free units/city and the ability to create the "Supplies" unit?
Greedy feels sort of odd. The +2 gold is not worth the +1 unhappy. Heck, you make more gold from your bounty hunting units. To tell the truth I'm not sure what you're aiming for with this trait. Perhaps someone who is greedy is reluctant to part with his gold? A 20% bonus amount of gold each turn based on how much gold you currently own perhaps? That way the more you save the more you get. Means that the trait needs to be blocked from the Khazad though.
Good idea. The building bonus is too much?Sly is good. Perhaps remove bonus to building and grant Mobility to all spy units?
I like its nameWanderer is fun but looses it's power very rapidly. Perhaps rename it Explorer and give the promotions to *all* units?
Yeah, I thought that too. 50% should be good. I thought it was that already, in fact... I made it 100% at first but I heard it was too muchTrader works well, but the bonus might be too weak. +2 food and hammers by trade level 8? Compared to Industrious and Agricultural it's not much of a bonus. Perhaps also increase the trade yield by 25%? Greater bonus from Great Merchant specialist?
You should have seen it when it was +1on tiles with 3
![]()
I don't how to tone it down. +1
on tiles with 5
would be too much of a nerf I think. Hmm...
Imperialistic: I like the Supplies idea. I don't think I can do the free units one, though. So, what about: second ring on city founding + ability to create supplies? No?
Greedy: So, you think the +2per city isn't useful? I found it to be useful to expand and to keep my :research: slider to 100%... And about the interets thing you suggest, I don't see why Khazad shouldn't have it. Quite the opposite, in fact, no?
Good idea. The building bonus is too much?
I like its nameBut you're right, it's really weak after the early part of a game... I was thinking of giving it the ability to pop a city out of a fort if the Commander has Expanded Influence.
Thanks for the feedback Wauthan![]()
I seeOh I didn't mean it was too strong. I merely wanted to point out that it's very powerful trait. No making leaders with this *and* Charismatic for example.![]()
Yeah... That's true. The thing is, there isn't a quick way to do that with the traitsHmmm... The reason why I don't like the second ring on founding is that it's actually very similar to the bonus from Creative. But huge empires are all about superior organization no? Perhaps reduced cost from number of cities + distance from capital?
See, now you're thinking like a tinkerer.The reason why Khazad should not have this ability is because they already have a powerful insensitive for saving gold (neat bonus for large amounts, penalties for low amounts). If Greedy worked like I suggested it would simply give a Khazad player a powerful boost. Almost like a cheat. Come to think of it, my suggestion was really silly. The optimal form for a Greed trait is the Khazad vaults mechanic!
![]()
Ah, yeah, you're right. I'm stupid, 'cause I even said to myself the other day: "why on earth would I build the Rats' Guild while I can just build a Rat' and create it in one turn?" So, yeah. I like the Mobility I for Spy though... Or maybe something else. I'll take a look at the spies' promotions.No not too much. Just not needed. The ratcatchers guild is a pretty cheap national wonder. Why a discount on something you build only once? If you want it built quicker you could always add a "Rats" resource that improves building time.![]()
Well, a fort would gather people... I guess it could then pop as a city. I had in mind the case where you get a Fort Commander from an pre-spawned fort, not from a fort you built. So that includes far away forts. Saves some hammers. But that's for early game again.Sounds a bit weird to tell the truth. How is that better then simply building a settler? You get fortified cities and some kind bonus guard? Nah... Wanderer implies that the culture contains a lot of adventurers, vagabonds and explorers. Frontier type mentality. Self reliance. *Scratches head* Perhaps a UU fort commander with access to healing promotions? Biggest annoyance I have with exploring lairs is getting the diseases since they, for some reason, don't wear off. Perhaps even give the ability for Recon units to build forts themselves?
Unfortunately, this isn't my doing. This bug is present since some time and we don't know yet what it is (or at least, I don't know). You can attach your savegame to your post, so I will be able to download and try itHad my first game glitch running the latest .36 beta...game went into some sort of unending loop while "awaiting other civilizations" processing turn. Never saw that in any game I've played using BTS before. Happened at game turn 273 playing Luichirp, from a play now/Erebus setup, standard size world. I have a save if you have someplace to send it.
Yeah... That's true. The thing is, there isn't a quick way to do that with the traits![]()