Seon
Not An Evil Liar
Btw does anyone know Empress Theodora? That is a nice counter example of women only being opressed in the Dark Ages and such.
Actually, it is never the survival of the strongest, but 'survival of the fittest'. That is a huge difference.
Actually, it is never the survival of the strongest, but 'survival of the fittest'. That is a huge difference.
“It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.” Charles Darwin
Sorry to go OT but I study Latin and had a seminar about the role of the woman in the Antiquity, so I couldn't resist.
Settled
- The Ngomele are a deeply matriarchal society.
- They have a strong affinity to Nature Mana.
- They will have two non-religious heroes (Banung the Blind and (Raw idea) Nga Eye-Eater)
- They are nationalists.
- They have a good synergy with FoL.
- The Gnoll race has +15% heal after combat ([Raw idea] it's 5% more than Cannibalize).
- They are carnivorous.
Brainstormed ideas
- Banung the Blind: needs to be more of a buffer/healer than a warrior. This role would be filled by Nga Eye-Eater.
- World spell: popping a random number of Nature nodes is too much. Needs rethinking.
- They can gather food after combat (promotion) and then take it back to a city and add it in. However, it may have its limits if a great number a combat is fought; it would need to add many level of the same promotion.
- Soul Forge-like building: is it still necessary since they can create food from combat?
- The whole magic system of Ngomele needs thinking, being the arcane/divine lines or the unique spells. For now, the Shur exists, they are thought as arcane units and they have access to Shur Arcanes. Someone proposed that the Shur eventually replaces the Druid and thus replace the disciple line (if I'm not mistaken) rather than the Arcane. I would like both of those to be replaced, actually.
- Males: symbolized by the "Entertainer" unit, one who would have the possibility of increasing the culture/happiness of a city while he stays in it.
- How to implement the fact that they are carnivorous? First, we have the food from combat. Second, the heal from combat. But then we have to think about resources. They wouldn't use corn, rice and wheat the same way others do. Two ideas here: 1) adding a new improvement different from farm and only buildable by Gnoll worker that would give mostly commerce from non-animal food resources; 2) siimply adjusting farm yields. Someone mentioned adjusting pasture yields too.
Raw ideas
- Improving tiles by exclusive use of buildings; need an idea for what to do with resources.
- Unique FoL heroes. Maybe just one FoL hero altogether to balance their two other heroes?
- Making it so that Banung and Nga have a bonus effect when on the same tile.
- No other choice but to adopt FoL. I can see gnolls being AV, Kilmorph or, why not, Empy, but the Ngomele, not so much. Maybe their neighbors, though.
- Increasing the uniqueness of the Gnoll race; make it so that it is not just a "Cannibalize+".
- I thought making all highest tier unit (of all lines) at least affinity nature +1. Maybe it would be overpowered. Could be balanced by an inability of using mithril weapons? Or even iron.
- I thought about a ritual invoking a "Nature spirit" building in each city, giving the "Osmose with the Sea" promotion that would grant +1 additional nature affinity. This ritual would require a high AC. It would be a kind of "seeking help from inside nature itself".
- How to implement the fact that they are nationalists? I thought of a building (the Council Tree maybe) increasing significantly internal trade routes yields. Or perhaps adding a civic doing something in those lines. Pushing them towards a "closed empire".
Unknown
- How are treated other unit lines? What about mounted units? Would gnolls mount horses?
This could be great. The said building would require either horse, cow, sheep or pig AND either corn, rice or wheat.what if you have a building to represent the grains being used as feed (for livestock)? 1 food per grain (every unit) scalable by map size?
Well, that's the advantage of gaining from combat: I can check if the unit is alive. However, the Soul forge mechanic won't check that.Oh yeah, and when you make the cities gain food from combat, make sure that some races provide you with no meat. Last time I checked, there weren't much food on a skeleton
I think it has been mentioned before. It's what I'm thinking too. What kind of bonus though? Movement? Attack, defense? Yields could be good. They may also have great bias against tundra... so even reducing tundra yields could be interesting (they wouldn't like IlliansI generally think of Gnolls as living on open plains, so maybe a bonus reflecting that?
That's a good idea. It would nice for hyena-like to ride lionsI have trouble imagining a solely carnivorous civilization using horses as anything but food. I'd say put them on a predator, like the goblins.... I'd say a wolf, but since it's been done, maybe a savanna predator? Hyena, Lion, something like that.
I'd actually put in a Ngomele only improvement for Horses, removing the hammer bonuses and increasing food yields. If they're just food, they wouldn't be doing any work to represent the hammers after all.
Could you explain? I'm afraid I don't understandFor the pasture, I'd say leave the yields alone. The way you described the civ, it sounds like they should have a lot of small cities, which less food resources would reinforce.
The reaction to agnosticism wasn't very good. But I think it may save a lot of time spent trying "unique"-fy things. I mean, I don't see them adopting any other belief than theirs. And, when you think hard (really) about it, FoL isn't that much close. FoL is close to nature, yes, but it's a tree-hugger religion. The Green Sea isn't about trees... Making them agnostic would free the divine line; I could make it entirely unique without the need of replacing existing units. They wouldn't have to research FoL before elves to be powerful.I don't know if I like that... Maybe rationalize it as the Council members being corrupted by the power that comes with a united civilization? Or leaders of another tribe staging a coup? Having them able to adopt just the one religion would make them unnecessarily weak, as they'd be handicapped if the Elves beat them to it. If you don't want them following another religion, I'd say make them 'Agnostic' in the same way the Scions are, with units and buildings representing the Green Sea.
@civ_king: well, in fact it is the quarry. But it is easily doable with some XML tweaks. However, it for it being exclusive to Ngomele, it would need a new improvement. Maybe a "Small granary", +2, 25 turns before becoming a "Granary" which would have +1
from extra work, +2
, 40 turns before becoming a "Big granary" with +1
and +3
. It would need a food resource (wheat, rice, corn, olives?) and would give +1
rather than +1
because they would mostly use them to create beverages. But this raise the question of health... Since they would lack some I guess.
The lack of health just reinforces the 'Small cities' idea.
Sadly, I don't think anything is doable about the Earth mana. I can't specify any civilization-only settings on the Nature mana. And I can't see any way to bind Nature mana to Discovery chance of an improvement.
This could be great. The said building would require either horse, cow, sheep or pig AND either corn, rice or wheat.
A thing I just thought: researching Agriculture won't make any sense for them, would it? I'm not sure.
Not in and of itself, but it's required to get to animal handling so it would still be very important.
Well, that's the advantage of gaining from combat: I can check if the unit is alive. However, the Soul forge mechanic won't check that.
I think it has been mentioned before. It's what I'm thinking too. What kind of bonus though? Movement? Attack, defense? Yields could be good. They may also have great bias against tundra... so even reducing tundra yields could be interesting (they wouldn't like Illians).
That's a good idea. It would nice for hyena-like to ride lionsHowever, wouldn't it be weird if they required horses to build lion-mounted units?
What about "ranch" for the improvement you proposed? Could work for any livestock. But remember that even though they wouldn't mount them, as we don't mount cows, horses could still be used for other things, I think.
Could you explain? I'm afraid I don't understandBut as you mention it, I thought that it may be flavorful for them to have really small cities: city that would only work a 1-tile ring. Less maintenance, more yields from internal trade routes
hammers:,
and
) and maybe more bonus for the tiles would balance this.
The reaction to agnosticism wasn't very good. But I think it may save a lot of time spent trying "unique"-fy things. I mean, I don't see them adopting any other belief than theirs. And, when you think hard (really) about it, FoL isn't that much close. FoL is close to nature, yes, but it's a tree-hugger religion. The Green Sea isn't about trees... Making them agnostic would free the divine line; I could make it entirely unique without the need of replacing existing units. They wouldn't have to research FoL before elves to be powerful.
(I'm adding a new post because I'm not sure anyone will notice my edits)
I really need some help here, with the promotions. It seems to work fine when only PROMOTION_GNOLL is active in Ngomele_CIV4PromotionInfos.xml. When I add PROMOTION_SHUR1 et PROMOTION_SHUR2, all is going nuts. It says GNOLL leads to ACHERONS_CHOSEN, that SHUR1 leads to AIR1, that AIR1 needs SHUR1... I don't understand how my additions can interfere with that...
Also, I don't understand why some promotion (say, Entropy I) have a <PrereqPromotionAnd> but no <PrereqPromotion>.
I wonder if my CIV4PromotionInfos.xml (Orbis) isn't broken...