Dancing Hoskuld
Deity
Yudishtira is right, in English a moat contains water. Might not be the meaning in American-English.
Instead of giving them -Pollution (or additional), we could use some buildings that increase the productivity of water tiles. Or, as I suggested, we allow workboats to build fihingboats everywhere and let spawn fishes and such randomly in it.
Uhm... I always thought that Ordinances would be national buildings! Isn't that correct?
This ban thingy is something that could use more love. For example, Alcohol prohibiton could give +5%but also be a prereq for Crime - Alcohol Smuggle. I for myself never build these prohibition wonders since they don't have anything positive IMO.
@Faustmouse
These are to be added AFTER the release.
Murder Holes
Button/Icon: ?
Req Tech: Siege Warfare
Req Buildings: City Gatehouse OR Castle Gatehouse
Req Resources: Oil OR Tar OR Olive Oil OR Ghee Oil OR Fish Oil OR Whale Oil
Req City Size: 6
Cost: 120
Req Power: No
Obsolete Tech: Artillery
Replaced By: -
- -1
- Repels Attacker (like Bee Bombs)
- Adjacent Enemy Units will Receive 10% Damage Per Turn
Better if they damage only attacking units like traps do.- +20% Defense
Only against H2H Combat Range: Gatecrusher and Melee.- +10 Flammability
- +10 Air Pollution
Too much, the city is not permanently under attack... Make it 1 or 2 at most. Flammability is also too high.
---
Pitch Ditch
Button/Icon: Here
Req Tech: Ancient Ballistics
Req Buildings: -
Req Resources: Tar
Req City Size: -
Cost: 110
Req Power: No
Obsolete Tech: Mine Warfare
Replaced By: -
- -1
- +2
- Adjacent Enemy Units will Receive 10% Damage Per Turn
- +20% Defense
Don't really adds defense, just hurts your attackers.- +10 Flammability
- +10 Air Pollution
Same as above: Air pollution is only really appearing when the city is under attack. As for spontanous ignition I think the Flammability can stay.
---
Rolling Logs
Button/Icon: Here
Req Tech: Masonry
Req Buildings: Walls OR High Walls
Req Resources: Prime Timber
Req City Size: -
Cost: 30
Req Power: No
Obsolete Tech: Rifling
Replaced By: -
- -1
- +2
- Adjacent Enemy Units will Receive 5% Damage Per Turn
Probably should also repel and damage attacking units.- +10% Defense
Don't really adds defense, just hurts your attackers.
---
Also if you (or anyone else) have better stats for these be my guess to suggest them.
My suggestions:
And do we really need 6 (!) Moats? Since they don't replace each other, your city can have all 6 of them together. Moats should be modified that they don't give a ZoC but enhance the resistance against Gate-Crushers. And I think Catapults should have a Chance to destroy a building in the city they are attacking while gatecrushers don't, so gatecrushers become more usefull when you want to conquer a city rather then destroy it.
Because I'll handle that differently eventually but for now it's ok as is.Only against H2H Combat Range: Gatecrusher and Melee.
The catapults... good idea but it'll take some work.
Strongly agree but...In general the whole buildings destroyed by conquering mechanism could use some work. When you enter a PH city with only some macemen that was defended by a clubman, I think it won't cause too much damage. But when you fight an epic battle with 100+ tanks, Mechanized Infantry as defenders, using Bombers and Missiles to weaken the enemies - then the city will suffer a lot more damage!
Ok, finished these. Do you want me to upload them now or after the freeze? The defense buildings are still missing, mainly because I'm not too happy with their stats (suggestions below).
Too much, the city is not permanently under attack... Make it 1 or 2 at most. Flammability is also too high.
Better if they damage only attacking units like traps do.
Only against H2H Combat Range: Gatecrusher and Melee.
Don't really adds defense, just hurts your attackers.
Same as above: Air pollution is only really appearing when the city is under attack. As for spontanous ignition I think the Flammability can stay.
Probably should also repel and damage attacking units.
Don't really adds defense, just hurts your attackers.
And do we really need 6 (!) Moats? Since they don't replace each other, your city can have all 6 of them together. Moats should be modified that they don't give a ZoC but enhance the resistance against Gate-Crushers. And I think Catapults should have a Chance to destroy a building in the city they are attacking while gatecrushers don't, so gatecrushers become more usefull when you want to conquer a city rather then destroy it.
Agreed on the point about moats... sorta. They should be an upgrade chain!
But they are not upgrades, it like saying an Orange is an upgrade to an Apple. They don't work that way. Dry, Water and Spiked Moats all work better for different things. Likewise having a castle moat doesn't mean that it should replaced the city moat.
What's wrong with having all of the types moats in one city if you want to make the city very protected?