My idea to make the malakim really unique!

Xanikk999

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I know how kael is trying to make every race unique so i got an idea for the malakim.

I think it wouldnt be particularly unbalancing if they were allowed to build a special type of every improvement on desert tiles.

You could have a malakim farm which doesnt need to be next to a river and can be produced on a desert for +2 food before sanitation and +3 after for 3 food total.

I think you shouldnt need irragation because its part of the malakims desert adaptability. They can survive as nomads so it should be like this.

Also of course you would have malakim cottages and malakim workshops and so on. Which would be all be able to be built on deserts.

So is this a good idea or what? :D
 
Bad Player said:
Yeah I think some kind of allowing improvements to be built on deserts if you are the Malakim would be good. I don't know if farms should be as productive as normal farms however.

I think they should be if not more. Otherwise whats the benifit of just not using spring?
 
If the malakim survive as nomads why would they build farms?
Nomads don't build farms, the move around so much farming is useless.
 
AlazkanAssassin said:
If the malakim survive as nomads why would they build farms?
Nomads don't build farms, the move around so much farming is useless.

Well they already can build farms. So maybe you could just add a new improvement for the malakim that can be built in the desert and adds a set amount of food.

Maybe a hunting grounds?

But if they were nomads they wouldnt have stationary cities..
 
The Hippus are slated to have moving cities; I don't see why the Malakim can't have the same or similar.
And instead of workers, maybe they could get Nomad Camp units that instantly improve the land they're sitting on temporarily (instead of building farms as permanent workers do), as well as gather resources for the host city without trade routes? That would be interesting.
 
I'd like to see them getting 3:food:3:hammers:3:commerce: from oasis tiles - that should keep them in deserty areas, and it should be pretty balanced with the rarity of oasises.

As an alternative, giving their workers an ability ("Find Water") to sacrifice themselves and create an oasis in any desert tile not already next to an oasis would also help with surviving in deserty areas.
 
I think a pasture would make the most sense for giving food. Wandering herdsmen...

But the desert just is never going to give a lot of food. I think we should think of othe, more unique benefits for the desert that wouldn't just replicate farms. And perhaps they should just get one commerce in every desert square to represent their ingenuity in dealing with and learning from the desert.

Some thoughts:

Well, I think that cottages would definitely make sense. But give the towns an extra food to replicate the Malakim's ability to be more self-sufficient. You would need to give them something else (food, commerce, hammer) to make it a real alternative to bloom.

Desert warriors: Units produced in Malakim cities 1 XP for every desert tile in the city radius to replicate being toughened in the desert landscape. +2 XP if the city itself is built in a desert (doesn't count flood plains).

Incense cultivator: a unit the Malakim can build to plant incense on a desert square. Destroys the unit in the process.

Sheep herdsman: another unit the Malakim can build. This one puts a sheep resource in a desert square and then is destroyed. Still seems like there would be an incentive to bloom it...
 
How about getting a :hammers: and :commerce: from desert tiles? Surely the hardy desert nomads could survive in the desert long enough to be able to find some useful items for building or selling such as various minor relics from the ages past or just take the sand itself! They ought to know glass making at some point.

Will make using resources in deserts much easier when production and commerce are, to an extent, taken care of.
 
We were talking about this ages ago in the religions thread, and we came to the conclusion that deserts are supposed to be hostile, unforgiving places.

That said, a few desert-related bonuses might not be too bad. Their units already get double movement on deserts. Removing or reducing the flood plain unhealthiness modifier would be interesting. Allowing them to create floodplains on normal desert/river tiles (such as the ones created by the scorch spell) might also be interesting. Making their synergy too great would overpower the Malakim, though, as they are already pretty strong with a nice set of traits and a powerful hero.
 
Gamestation said:
They ought to know glass making at some point.
Now there's an idea. Maybe we could have some kind of glass resource that can only be found by the Malakim in deserts (like how only the Lanun can get Pearls). Maybe we could give them a Glass Blower building that could give +2 experience to their melee units (Glass Armor/Weapons)?
 
BCalchet said:
I'd like to see them getting 3:food:3:hammers:3:commerce: from oasis tiles - that should keep them in deserty areas, and it should be pretty balanced with the rarity of oasises.

As an alternative, giving their workers an ability ("Find Water") to sacrifice themselves and create an oasis in any desert tile not already next to an oasis would also help with surviving in deserty areas.
Find water could be neat.

One thing that should be done, is giving them double movement on floodplains and oasis as well, right now they can't move double on those :/

like chand said, i dont think deserts should be giving food, and besides, deserts usually mean floodplains and oasis are near, so they've already got tons of food there.

taking away the sickness from floodplains would be great i think.

my favourite idea i came up with for them was to give them a special quarry they could build on any desert square, that gave a small production boost (maybe 1 or 2 or 3) with a small chance of discovering stone or marble, the way mines have a small chance of finding minerals and ores.

getting rid of the mind mana on the palace, and replacing it with water mana would be nice also, so that with fire and water they could change their desert/plains tiles to each other dependent on the situation (in wartime they could scorch all their plains to gain the unit bonuses, and in peacetime they could spring all the deserts for the better yields)

an additional leader would be fun for them, more woman leaders and atleast one with adaptive would be nice

if they were given the ability to make floodplains then it should only be on desert river tiles and atleast be level 2
 
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