Afforess
The White Wizard
For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...
For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...
Bandit riders already don't receive defensive bonuses, and a spear with even CR1 poses a decent risk to them - 8 vs a spear's effective 6, and that's before promotions. Not to mention the hammer cost on the bandit is higher, and requires more techs. The tough part comes if you're facing footpads with a promotion or two and don't have axes, or they're in woods - since you likely don't have ironworking to chop woods next to your cities you can't do anything about them then.
Oh I'm agreeing with you generalstaff, was just mentioning the times when they're tough to face. I usually play with start as minors, so the AI uses the bandits as a normal unit instead of like a guerilla.
Or if you're unlucky enough to lack a source of bronze anywhere near you, ironworking is a LONG way off.
I already had to change details of the Body Exchange since Zap added a version of it in 2.8. I will start thinking up a new building for Green. It will be a challenge since the Recycling Plant is a default building and I do not want to edit default buildings for this module. Any ideas are welcome, the update will be in the next version.
OK, now that I had time to think, an idea for a "Green" building
Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)
Thoughts?
I think a Wind or Solar Power plant would be better; but that's just my humble opinion...
we were dumping so much waste in rivers you could light some on fire.
I confused Hydro's link with another, causing me to think Power Plants were off the table completely.
Hydromancer is under the impression that the power mod will somehow be finished in our lifetimes. Go ahead and make a power plant. If, somehow, the power mod gets miraculously made, the overlap will be the least of our worries.
OK, now that I had time to think, an idea for a "Green" building
Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)
Thoughts?
I think the Solar Plant is a much better idea. Provides non-pollution power, but is very time consuming to building and requires Chemicals resource (Tech: Environmentalism, Semiconductors).
I confused Hydro's link with another, causing me to think Power Plants were off the table completely.