My ideas for Fall Further Modmodmodmodmod

What about emphasizing the differences between traits, religions, etc?

Ideally, it would be nice to fully develop all of the civilizations to be very deep, engaging, and fun to play. The best way to do this is to have a small number of well developped civilizations rather than a large number of poorly developped civilizations. There are only so many features to go around or so much time to develop new features.

To that end, one can make the features available to more civs to make each more engaging, merge civilizations, or, develop more features. The last one requires a lot of time and effort, but either of the first two or a mix is fairly easy to perform.
 
In fact, the last option indeed requires time and effort but it doesn't have to be done by one person only. Valkrionn has already done an amazing job at deepening the functioning side of both Malakim and Doviello. It would certainly be much better to improve civilizations rather than fuse them. I like each and every one of them and thus I see no good reason to merge them. It's even rather upsetting. What if my favorite civilization is merged with one I like less? Even though you may well improve its function, you cannot sacrifice all this chunk of flavor for that. In as much as flavor without function is pointless, function without flavor is too.
 
Other elements I would like to add eventually: Diplomacy improvements. Essentially design mechanics so that even players will have attitudes towards one another, and this would reflect tensions between the people. Like war weariness, people might demand blood for past transgressions and if some effort is not made to placate them, one might spawn rogue units. So players might have a reason to go to war with one another. And in theory this would also help break up the all-too-friendly blocks that sometimes form especially around an early religion.
 
Okay, I'll work on adding the proposed Dural changes. I need more ideas for buildings to fit the whole mind + enchant + body perfection of body and society I had in mind, including a continuation of the theme of communal buildings. The only building buildings they'll be able to build will be solely infrastructure, like the harbor and the aquaduct.

I'm also going to triple(!) the maintenance costs of per-city cost. I'll make this change global, only to prevent AIs from gobbling up all of the land in early game.

Other things I'm going to need to change: The game needs more +health buildings. I might also make the existing +health buildings cheaper, since +2 health is roughly +1 happiness in terms of usefulness.

One of my friend suggested making culture non-linear (population based), so I might tinker around with that idea. This is one small change that encourages fewer, larger cities to combat the ICS-favored mechanics in the game.

I also want to change corporations, but I'm not sure how. I do enjoy seeing a HQ that keeps growing and growing, plus as a mechanic that encourages giving corporations to rivals.

One more idea: Rework how trade routes are done. 1 trade route base, +1 trade route per open borders agreement. Anything that adds trade routes instead adds to trade route yield.

+wealth% buildings bug me. Mostly because so much of the game emphasis is on keeping the research slider as high as possible, and if only 20% of total commerce is benefitting from this, it makes these buildings look rather unattractive.

The game needs free building national wonders. Building new cities in mid to late game becomes a chore because of the routine of elder council + market + monument + Granary... The AI also needs to value these buildings more.

I need to spend some time comparing base Civ4 wonders and national wonders, as these are areas that FF can benefit from.

I'm thinking of renaming this mod, "Rebuilding Erebus". I also want to add more that help increase the epic feel of the game. "Long lost" techs or ancient ruins with special powers seem like a cop-out to me. How about the ability to build something that rivals the Pyre of the Seraphic? The great sage ability to crystalize mana nodes is an idea of re-producting the ability that allowed the palace to be built in the first place.
 
The game needs free building national wonders. Building new cities in mid to late game becomes a chore because of the routine of elder council + market + monument + Granary... The AI also needs to value these buildings more.

I like your point here, actually. Free building national wonders for things like these, could be very useful.Just as long as they're available mid-late game. Maybe the free granary thing at medicine, elder council at sorcery, monument at feudalism, market at currency
 
I'm also going to triple(!) the maintenance costs of per-city cost. I'll make this change global, only to prevent AIs from gobbling up all of the land in early game.

That's going to make a Chislev game very, very painful.. Then again, it's apparently going to beat down everyone's economy, so it's balanced.
 
Well, keep in mind, when I was playing the Jotnar the maintenance costs from the number of cities was tiny, even when I controlled most of a large map. Then the maintenance reduction on top of that... There really was no maximum empire size. Ideally, there should be a reason to have friendly neighbors instead of conquering their cities for your own.
 
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