No stone cripples dwarves

xAlephx

Jack of Clubs
Joined
Mar 16, 2007
Messages
189
I've been playing a long game as a Luchuirp, and while I'm enjoying having unlimited numbers of fireballers there is not one piece of stone on the whole map. This means, in turn, no upper tier units for me - clockwork golems, sure, but no Arcane Golems, no Nullstones, no Gargoyles... that's a lot of missing pieces from the Luchuirp arsenal. I'm trying to enjoy the Luchuirp, since they are the only good side which I find at all interesting thus far, but they really need some way to be able to get their needed stone. Perhaps a dwarf-only variant on with Divine Earth 2 (like enchanted weapons/repair for dwarf 1 enchantment) which would allow them to switch iron and stone deposits?
 
To be perfectly honest, I'm kind of sick of stone resource being so damn rare. ROCKS ARE NOT RARE. Throughout civilization, every continent, every nation has had access to rocks. Often, I manually add a stone resource to EACH civilization when I play just out of spite and pure hatred at such a game which makes rocks inaccessible.
 
LOL, but seriously though, maybe Kael could code in alternatives to stone? Like marble?

Either that or just scrap the stone resource.
 
Perhaps a dwarf-only variant on with Divine Earth 2 (like enchanted weapons/repair for dwarf 1 enchantment) which would allow them to switch iron and stone deposits?

Why would a religion based spell be race specific?
 
It could be added to be a Dwarven Druid only spell.

but I see right now they don't get access to the dwarven druid...

hmm.. maybe give the mud golem a "spell" that puts down Stone, and sacrifices the unit to do so.

You think that might work?

Cheers!
 
LOL, but seriously though, maybe Kael could code in alternatives to stone? Like marble?

Either that or just scrap the stone resource.
Actually, I think every Luchuirp unit that requires stone is buildible with marble as well.

But at the least, it could be added to the mapchecker to make sure that there are at least 2 of each stone and marble on each map.
 
Perhaps you could just have the Luichirp palace start with stone instead of one of their mana sources, much like how the Hippus start with horses. That would be a simple and elegant method that wouldn't require any additional coding or map generation modification.
 
I personally think that stone, marble, and metal resources should be made much rarer on normal tiles, but should show up often in peaks. Dwarven workers could be allowed to move impassible and build roads in the mountains, or you could adopt the ideas for religion specific roads that I proposed in the first thread I ever started. http://forums.civfanatics.com/showthread.php?t=210298
 
How does restricting access to rare resources help a civ dependent on them? (Luchurip have mud golems, not dwarven workers.) If I understand you, only dwarven workers and some RoK unit would be able to harvest these resources from peaks, and they would become rarer outside of peaks.
 
I was forgetting about that for a little while. Mud golems would also need this ability. I also like the idea of building quarries in the hope that they might be useful. Perhaps they could just make the chance for their appearance relatively high in peaks. It does seem to me that following a mining-centered religion should help players find more stone/marble/gems/metal resources.
 
I personally think that stone, marble, and metal resources should be made much rarer on normal tiles, but should show up often in peaks. Dwarven workers could be allowed to move impassible and build roads in the mountains, or you could adopt the ideas for religion specific roads that I proposed in the first thread I ever started. http://forums.civfanatics.com/showthread.php?t=210298

What are "normal tiles"? You mean all the flat lvl ones (desert, plainlands, grasslands etc)? If not, then this bonus would be severely imbalacing, resources have too much of an impact on the game to be made more available to one specific civ/religion.
 
The resources systems is not working very well.
Playing on Duel maps, prince, highlands with 7 more civs (for a total of 8)... I sometimes found resources number very difficult to cope with. For example, more reagents than civs... not very easy to understand... and less copper than civs...

I think the resources should always be something like "number of civs-1" so you have to fight for them. Let's remember some civs also bring new resources (mines spawning gold/iron/copper or hippus with horses in the palace)...

I would also like to harvest peaks with the khazad... they should be able to do so, even if they only give 2 hammers
 
I didn't mean that you couldn't till find stone, marble, gems and metal where you find it now, I just think that it should be easier to find them in peaks. There would still be enough of the resources for many (perhaps half or two-thirds) of the civs to get 1 each from passable tiles, but RoK and/or Dwarf civs could have much better chances of getting a surplus of these resources, which they could trade to civs who need it. I would be fine with letting them build mines/quarries on these tiles, which would often but not always lead to resource discovery. Also, if territory containing a dwarven mine taken over by another civ it cannot be destroyed, so the conquering civ would get the bonus too.
Flavorwise, I think that the Runes needs to be tied a little more closely with delving into the earth, making peaks profitable terrain.
 
How about a "dwarven engineer" unit that can be set to explore a peak- like a worker in an ancient temple. After 20 turns or so, there is a chance of discovering a resource on that peak which a dwarven worker can then be sent to build the improvement on. It wouldn't take anything away from other civs, but would give a slight boost to dwarves.
 
It would still require giving their workers the ability to move through impassible terrain and to build things there. I would like to see some human RoK civs potentially doing the same thing. What if the dwarven engineer could be built by anyone with the Arete civic and would abandon those who don't keep it? It could also be given the ability to actually build in the mountains if other workers cannot.

Ancient temples were taken out of the game for fire, and may or may not reappear one the gamefont is updated.
 
Not necessarily. Maybe add a new terrain type- can't think of a good name, "explored peak" that exploring changes the peak to.

Once explored, it is no longer impassable. That way the opponents could still get there to pillage any improvements. Dwarves already have mines, don't need any more pillage-proof improvements!

And I know the temples were taken out, I just mentioned because thats how I thought the mechanic could work!
 
I've been playing a long game as a Luchuirp, and while I'm enjoying having unlimited numbers of fireballers there is not one piece of stone on the whole map. This means, in turn, no upper tier units for me - clockwork golems, sure, but no Arcane Golems, no Nullstones, no Gargoyles... that's a lot of missing pieces from the Luchuirp arsenal. I'm trying to enjoy the Luchuirp, since they are the only good side which I find at all interesting thus far, but they really need some way to be able to get their needed stone. Perhaps a dwarf-only variant on with Divine Earth 2 (like enchanted weapons/repair for dwarf 1 enchantment) which would allow them to switch iron and stone deposits?

If you'd playing a human civ you'd have the same problem if you lacked Mithril, and I doubt Mithril is more common than Stone. The good thing is that you can see stone from the very beginning, and plan your strategies based on this. With Mithril, it's gamble&hope.
 
I tend to get mithril more often than stone. I can't remember the last time I got stone within a reasonable distance of my start.
 
Improvements on peaks would not be pillage proof-they could be pillaged by druids, beastmasters, and any other unit that can move in normally impassible terrain. My idea for the RoK specific road would let more units move impassible (at least if they already have the RoK promotion), thus more units could pillage mountain improvements.
 
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