Ngomele civilization, a modmodmod for Orbis

I started playing a game as the Ngomele and Haunted Lands from the neighboring Scions were overtaking my territory. How can I get rid of them? My shurs can't learn sanctify, so that's out. What choice do I have aside from restarting?
 
I started playing a game as the Ngomele and Haunted Lands from the neighboring Scions were overtaking my territory. How can I get rid of them? My shurs can't learn sanctify, so that's out. What choice do I have aside from restarting?

damn... that's unlucky, I don't know of a solution
 
... worldbuilder ? ... or religious caster-hero
... (btw IMO all good (Ord, RoK, Emp) and maybe FoL priests should have spell to remove hunted lands)
 
Damn, didn't think of that situation. You don't have many possibilities here... Not one, I'm afraid. At least, I know I should give them some terraforming spells :)
 
Yeah, maybe a spell called "Revert" or something like that, that goes along the Shur Arcane line. I don't know if this is possible, but maybe the spell could just revert the terrain back to whatever it was originally (to get rid of hell, haunted lands, ice, or anything else). Maybe the Shurs take 3 turns to cast it, the Heishurs (sp?) take 2 turns, and the Heiheishurs (sp?) can do it instantly? Just a thought. I like the civ a lot otherwise though.
 
Yes, something along those lines, used to remove bad terrain/features. Plus, I think I had some holes in the spells lines...

Don't hesitate to tell me about bad things, missing things.

As of now:

Food consumption: I guess 4 isn't really a good idea. I think I'll drop it back to 3. Maybe I'll eventually make their cities small, 1 ring of culture, ala Jotnar. I like to think that they have small towns instead of big urbanized cities.

Food gain upon unit death: I don't like this myself. Makes it impossible to manage your pop cap. I'm thinking it will culture instead.

Workers: I heard it's not cool to have them unable to build things, making starts slow. I'm unsure about this feature... Especially since removing the 4:food: per pop point thing will already speed them up.

Kha: Never heard anything about them :( I want to create an upgrade for them, the War Kha. Not really the same unit, so not a "must have" upgrade. It's a fighter with less songs (no recurring ones) but would produce culture after each battle won.

Shur: I think the line is OK for now. However, the spells are a bit off. Need help here too :p

Recon line: I'll add a sub-recon line, half-adept: the Vigilant. Guardsman and combat bonus against recon units. Why half-adept? They will require KotE because they use the Sea to detect their enemies, especially assassins.

Cowrider: Any thoughts on them? I really liked playing with those :p

Heroes Any thoughts on the two heroes?
 
Food consumption: I guess 4 isn't really a good idea. I think I'll drop it back to 3. Maybe I'll eventually make their cities small, 1 ring of culture, ala Jotnar. I like to think that they have small towns instead of big urbanized cities.
Nice idea ... but if you reduce BFC, you should maybe also reduce maintenance or settler cost ...

opera said:
Kha: Never heard anything about them :( I want to create an upgrade for them, the War Kha. Not really the same unit, so not a "must have" upgrade. It's a fighter with less songs (no recurring ones) but would produce culture after each battle won.

IMHO too much micromanaging ... >.> ... and too much icons - i had to look to PythonBrowser screen every time ... (( note to myself: i should finally finish that show-all-unit-spells feature ))

maybe more usable adept-level spells

Recon line

nice idea ... ultimate weapon against shadows

Heroes Any thoughts on the two heroes?
well ... is there anything what can remove Lonely-*-promotion(-20% str) ?
 
Nice idea ... but if you reduce BFC, you should maybe also reduce maintenance or settler cost ...
You're right. I'll use the unique civics for that. By the way, a thought on them?

IMHO too much micromanaging ... >.> ... and too much icons - i had to look to PythonBrowser screen every time ... (( note to myself: i should finally finish that show-all-unit-spells feature ))
More icons than for a mage? Maybe too similar? How are they more "micromanagement-y" than a mage, for example?
(I like them, so I would love it if they were useful and not painful to use :lol:)

maybe more usable adept-level spells
Hmm, do you mean that, as of now, the first spells aren't great? If so, I'll try to find some new one like the one BiffQJ proposed. If you have any idea, please share ;)

well ... is there anything what can remove Lonely-*-promotion(-20% str) ?
Oh, sorry, I forgot to remove that in the last version. I removed it in the next, don't worry. Remnant of a ditched mechanic. Use WB to remove it :) (but it may reappear... I don't remember if I left the code in or if I just let the promotions)
 
You're right. I'll use the unique civics for that. By the way, a thought on them?
Tribalism: +25% distance from palace, -25% number of cities
NeoTribalism: +10% distance from palace, -40% number of cities, Code of Laws
blocking any-else civic
More icons than for a mage? Maybe too similar? How are they more "micromanagement-y" than a mage, for example?
(I like them, so I would love it if they were useful and not painful to use :lol:)

so ... make them more mage-like ... songs depends on mana (or other resourced or Wonders or techs or heroic actions of your unit (take data from UnitStatistics)) and CANNOT BE CHANGED

Hmm, do you mean that, as of now, the first spells aren't great? If so, I'll try to find some new one like the one BiffQJ proposed. If you have any idea, please share ;)
Helping Touch (turns tundra, dessert > plains)
Sanctify
Urgency (haste for stack)

Oh, sorry, I forgot to remove that in the last version. I removed it in the next, don't worry. Remnant of a ditched mechanic. Use WB to remove it :) (but it may reappear... I don't remember if I left the code in or if I just let the promotions)

maybe that promotion can neutralize if you have both heroes ... it's lorewise
 
Tribalism: +25% distance from palace, -25% number of cities
NeoTribalism: +10% distance from palace, -40% number of cities, Code of Laws
blocking any-else civic
Well, there's already Gnoll Tribes and Gnoll Council. They give distance bonus (and number for the last one). I think I'll change them to number bonus and distance malus :)

so ... make them more mage-like ... songs depends on mana (or other resourced or Wonders or techs or heroic actions of your unit (take data from UnitStatistics)) and CANNOT BE CHANGED
So, this is the system of too much choice and the possibility to go back that isn't good? Too complicated?

Helping Touch (turns tundra, dessert > plains)
Sanctify
Urgency (haste for stack)
I think I won't use Urgency as the Kha has a similar spell :)

maybe that promotion can neutralize if you have both heroes ... it's lorewise
Yeah, that was the idea behind it. But I thought it wasn't worth it.
 
So, this is the system of too much choice and the possibility to go back that isn't good? Too complicated?
for me? i'm man, simple man (i admit it :) ) and THIS is un-solve-able problem for me -" this? or maybe this..., or should i change it ? change to what - !! omg, WTH-means-this-spell?!? *searches for spell* ah, that would be cool *back to unit* and what do this ? *starts searching again* ... grrr, i'm gonna rename all spells with exact description of that spell ... or python code ... i hate this! *Ctrl+Alt+Del, kill Civ4BeyondSword* " ... see my problem? xD

I think I won't use Urgency as the Kha has a similar spell :)

well i played them once
 
Re: Food gain upon death -> culture. How about requiring Trophy Halls to house them in? You can nab the artwork from FfH: AoI
 
What do you mean exactly, Jabie? Like, requiring to build the Trophy Hall building to enable culture gain upon death?
 
I like to think that they have small towns instead of big urbanized cities.
I havn't played them yet and maybe I got their flavor all wrong but I visualize the Ngomele's settlements as low pop density, so maybe the complete BFC but a population cap of 10? This would allow for flexibility in town placement - they might cluster for protection but the greater area of the standard BFC allowed for optimized resource use. Also hunting/gathering requires much more space for a given pop size than farming.
 
that would remove their advantage in start ... i wouldn't do that

They could get a small culture boost from battles in their culture rings, and a larger one for having Trophy Halls. They could also get the Food Boost for having a Smokehouse (or equivalent) provided it doesn't boost their population or a Science Boost for owning an alchemists guild (or equivalent) Basically, they get a small (culture?) boost for battles in their borders and bonuses depending on the buildings they have in thier cities.
 
@Jabie: Oh, yes, I like that. At least the boosting thing due to Trophy Halls. Like, Trophy Halls could double culture gain. Now, I need to find where to put Trophy Halls.

@Fluesterwitz: Hmm... I tried to avoid pop cap because it seemed players didn't like it for the Jotnar, who were limited to 8. The thing is that limiting to 10 and giving them the BFC would make it so they won't be able to ever use all the plots in the BFC. Not giving them the BFC would also virtually limit their population since they wouldn't be able to grow a lot... Hmm...

As far as lore goes, you're right. Maybe. I'm not sure. I see them as low pop density at first but I also like the idea of very populated cities.

Really unsure about that one :(
 
@Fluesterwitz: Hmm... I tried to avoid pop cap because it seemed players didn't like it for the Jotnar, who were limited to 8. The thing is that limiting to 10 and giving them the BFC would make it so they won't be able to ever use all the plots in the BFC. Not giving them the BFC would also virtually limit their population since they wouldn't be able to grow a lot... Hmm...

As far as lore goes, you're right. Maybe. I'm not sure. I see them as low pop density at first but I also like the idea of very populated cities.

Really unsure about that one :(

Is there a way in Civ 4 to implement temporary pop caps? Say in the early game you're limited to eight pop per city (or even less). Either research a certain technology or build a certain building and you go up to 12, or 16 or something. Do something else and pop limit is now waived. Alpha Centauri had a feature like that; certain buildings and/or social engineering (civics) choices could raise the cap and I think eventually get rid of it.
 
There's nothing like that even though it would be easy to add...
... Hm.
 
Back
Top Bottom