it-ogo
Hedgehog
- Joined
- May 23, 2007
- Messages
- 589
I believe that producing ideas for FFH is a kind of art like chess etudes and that ideas have their own estetic value independently of if they will be implemented or not. So, here is my art gallery. However it is not an abstractionism: everything is supposed to be implementable and non-gamebreaking.
Make your galleries! Do not let Eternity devour your inspiration!
Amurites
Idea: Let ALL their units be real arcane with full perspectives. No more adepts, mages, conjurers, summoners and archmages. But any unit when gained level 2 if Knowledge of ether is researched can take sourcery 1 promotion (so1) and start gaining XP with time. Then with next levels it can take either Arcane or Summoning promo and/or mana spheres promo. On the level 5 it can take so2 (if has so1), on the level 9 - so3 (with no limitation of number). No mages guilds, no free promos with more then 1 mana. But still keep Govannon.
Reason: I feel their gameplay is not enough bright.
Effect: Amurites magics become more slow (no instant mages) but potentially very strong. Maybe balancing will be needed.
Balseraphs
Idea (started from the idea of Black Whole): Each Balseraph living non-national non-world living military unit has a 10% chance to start with mime promotion. Any unit with this promotion after the battle if survived turns into exact copy of its adversary keeping only mime promotion and health percentage.
Reason: funny and flavorful.
Comment: I thought much about this. It should not be overpowered but can provide a vast number of minor tactical and even strategical surprises. It should be perfect for the feeling of insanity.
Bannor
Idea: Add new property to Bannor palace: each time an enemy unit tries entering the unprotected Bannor capital if the population is more then 1, a warrior is generated in a city for -1 population.
Reason: Only flavor. Let them be real fanatics. Bannor capital can not be captured.
Calabim
Idea: Add to vampirism promo slow losing XP with time.
Reason: Hunger. Balancing.
Clan of Embers
Idea: Barbarian units spawn on the territory of states who are in peace with barbarians as like if it was non-observed wilderness. MagisterCultuum adds: Barb trait civs' units lines of sight shouldn't prevent barb spawning either, while the civ is still at peace with the barbs.
Reason: I miss wild barbarians in mid- and end-game.
Doviello
Idea: Tundra tiles need only 1 population per 2 tiles to work for Doviello.
Reason: They need a boost and some specific tundra affinity. Though I suspect it is not enough.
Elohim
Idea: Unique tile improvement - great wall. Enemy must attack this tile 3 times without lose of health, after that wall is broken and enemy can enter the tile.
Reason: Some protection from commando units. Having Tasunke as overland neighbour is horrible.
Grigori
Idea: Adventurers are renamed to great adventurers. Grigori gain new specialist: adventurer. Adventurer produce 3 culture, -3 commerce and great adventurer points per turn, also two unhappiness and 1XP for newly built living military units in a city. Provided by brewery and Grigory tavern.
Reason: Flavor. Not all adventurers are really heroes.
Hippus
Idea: Horselord promotion grants 5% horse affinity to withdrawal chance instead of fixed +10%.
Reason: Flavor and reason for more horses. The more fresh horses the easier retreat.
Infernals
Idea: Hyborem gains a spell "Erebus boiling". When casted all tiles within 2 tiles of Hyborem are raised: hills turn into peaks, flat tiles into hills, water into flat tiles. Units which were on hills die, cities on hills are razed. Hyborem loses 99% of health. Casted only when in full health.
Reason: Infernals usually have problems with lifespace so let them turn seas into land. Let Hyborem be more horrible: noone can hide from Hell in his city on the hill. And let some occasional victims draw him into wars.
Ljosalfar
Idea: One should be able to cast Bloom over elven improvements.
Reason: Otherwise player is obliged to boring micromanagement.
Luchuirp
Idea: Any golem can be stored in a city: for instant price golem gains movement 0, loses each turn 3% of health (but not below 1%), can not be repared and healed while stored but does not need a fee. At any time it can be turned on again.
Reason: Make gameplay more specific. Flavor.
Effect: Luchuirp will be able to have a giant stored army for no regular fee but need some time to revive it.
Ways of balancing: pay more to store, decrease golem healing rate. Variant by Kol.7: No health lose but +50% upkeep for active golems.
Malakim
Idea: (After Sanitation?) Malakim workers are able to build oasis on desert tile. No Vitalize casting on oasis possible.
Reason: Malakim need good improvement for desert tile. Nomad promotion itself is not enough good reason to keep deserts in fat cross when they can get rid of them.
Mercurians
Idea: Whenever Basium enters or passes a tile Sanctify is casted automatically.
Reason: Flavor. Will be nice to observe his invasion into Hell terrain territories.
Make your galleries! Do not let Eternity devour your inspiration!
Amurites
Idea: Let ALL their units be real arcane with full perspectives. No more adepts, mages, conjurers, summoners and archmages. But any unit when gained level 2 if Knowledge of ether is researched can take sourcery 1 promotion (so1) and start gaining XP with time. Then with next levels it can take either Arcane or Summoning promo and/or mana spheres promo. On the level 5 it can take so2 (if has so1), on the level 9 - so3 (with no limitation of number). No mages guilds, no free promos with more then 1 mana. But still keep Govannon.
Reason: I feel their gameplay is not enough bright.
Effect: Amurites magics become more slow (no instant mages) but potentially very strong. Maybe balancing will be needed.
Balseraphs
Idea (started from the idea of Black Whole): Each Balseraph living non-national non-world living military unit has a 10% chance to start with mime promotion. Any unit with this promotion after the battle if survived turns into exact copy of its adversary keeping only mime promotion and health percentage.
Reason: funny and flavorful.
Comment: I thought much about this. It should not be overpowered but can provide a vast number of minor tactical and even strategical surprises. It should be perfect for the feeling of insanity.
Bannor
Idea: Add new property to Bannor palace: each time an enemy unit tries entering the unprotected Bannor capital if the population is more then 1, a warrior is generated in a city for -1 population.
Reason: Only flavor. Let them be real fanatics. Bannor capital can not be captured.
Calabim
Idea: Add to vampirism promo slow losing XP with time.
Reason: Hunger. Balancing.
Clan of Embers
Idea: Barbarian units spawn on the territory of states who are in peace with barbarians as like if it was non-observed wilderness. MagisterCultuum adds: Barb trait civs' units lines of sight shouldn't prevent barb spawning either, while the civ is still at peace with the barbs.
Reason: I miss wild barbarians in mid- and end-game.
Doviello
Idea: Tundra tiles need only 1 population per 2 tiles to work for Doviello.
Reason: They need a boost and some specific tundra affinity. Though I suspect it is not enough.
Elohim
Idea: Unique tile improvement - great wall. Enemy must attack this tile 3 times without lose of health, after that wall is broken and enemy can enter the tile.
Reason: Some protection from commando units. Having Tasunke as overland neighbour is horrible.
Grigori
Idea: Adventurers are renamed to great adventurers. Grigori gain new specialist: adventurer. Adventurer produce 3 culture, -3 commerce and great adventurer points per turn, also two unhappiness and 1XP for newly built living military units in a city. Provided by brewery and Grigory tavern.
Reason: Flavor. Not all adventurers are really heroes.
Hippus
Idea: Horselord promotion grants 5% horse affinity to withdrawal chance instead of fixed +10%.
Reason: Flavor and reason for more horses. The more fresh horses the easier retreat.
Infernals
Idea: Hyborem gains a spell "Erebus boiling". When casted all tiles within 2 tiles of Hyborem are raised: hills turn into peaks, flat tiles into hills, water into flat tiles. Units which were on hills die, cities on hills are razed. Hyborem loses 99% of health. Casted only when in full health.
Reason: Infernals usually have problems with lifespace so let them turn seas into land. Let Hyborem be more horrible: noone can hide from Hell in his city on the hill. And let some occasional victims draw him into wars.
Ljosalfar
Idea: One should be able to cast Bloom over elven improvements.
Reason: Otherwise player is obliged to boring micromanagement.
Luchuirp
Idea: Any golem can be stored in a city: for instant price golem gains movement 0, loses each turn 3% of health (but not below 1%), can not be repared and healed while stored but does not need a fee. At any time it can be turned on again.
Reason: Make gameplay more specific. Flavor.
Effect: Luchuirp will be able to have a giant stored army for no regular fee but need some time to revive it.
Ways of balancing: pay more to store, decrease golem healing rate. Variant by Kol.7: No health lose but +50% upkeep for active golems.
Malakim
Idea: (After Sanitation?) Malakim workers are able to build oasis on desert tile. No Vitalize casting on oasis possible.
Reason: Malakim need good improvement for desert tile. Nomad promotion itself is not enough good reason to keep deserts in fat cross when they can get rid of them.
Mercurians
Idea: Whenever Basium enters or passes a tile Sanctify is casted automatically.
Reason: Flavor. Will be nice to observe his invasion into Hell terrain territories.


There is a problem with 1XP for unit per specialist. It is very strong so penalty is very strong also. I do not think one can successfully balance unlimited adventurers especially with Grigori world spell.

