Just signed up to tell you how much I enjoyed this civ
One thing I noticed is that ironically, coastal cities can be good for the Panivo, as once you get a lighthouse going, the food from the vast quantities of kelp tiles found on most coasts can be enough to support a decent population without bothering with your over exploited land tiles. Then again, without FoL the Panivo don't have access to kelp forests, balancing it out somewhat. It's not really a problem unless you can grab a Heron Throne city with tons of reef/kelp tiles and ocean resources, but if you think the Panivo shouldn't be able to support permanent settlements in any way there could be a lighthouse UB and/or work boat UU that simulates overfishing somehow?
I had considered that the Panivo would overfish also. I decided against it as it's one way for them to continue to get
. Laying waste to all the land around them should be enough without emptying the seas also. A coastal city with lots of Kelp/Fish, combined with a lighthouse and Heron Throne is good for any civilization. It's not especially beneficial for the Panivo.
My intention with the Panivo wasn't to force players to constantly relocate but rather encourage it through the possibility of better improvements (bigger trading posts) or worse improvements (degradation of Exploited improvements) and extra happiness on moving. If a player sets up a permanent coastal city that works well, then I've no objection.
One thing I found confusing is the way you lost resources over time. The culling fields I can understand, they become dormant after being worked for 15 turns, but what about culling fields that are outside your BFC or that you avoid working? And what about other resources/terrain degradation? Are resources lost when terrain degrades? Is terrain degraded on all exploitation tiles or only when they are being worked? I was pleasantly surprised when I found the obvious ways of abusing the rustling mechanic didn't work for me, and found if very tedious trying to avoid working the culling field tiles to keep my Banquet happiness up. One idea I had was to have a settlement somewhere dedicated to collecting culling fields that it will never work just for the health and happiness bonuses. This could possibly be avoided if the culling field timer went down regardless of whether the city worked it, more similar to a fort than a cottage? I enjoy having semi-permanent animal resources and would probably exploit the tiles they're standing on to get a small bonus indefinitely rather than a large fifteen turn bonus, but it seems contradictory to play the Panivo so carefully and try to maintain your resources.
Culling Fields within the cultural control but not being worked was a problem I wasn't sure how to fix. I'll take a look at how the fort timer works and try to use it for them.
The Panivo shouldn't be able to get the bonus for domestic herds without using the Culling Field. If there is another way that you were able to get the bonus from a domesticated herd let me know.
The Panivo can also use Camps to hunt wild herds. There's an event to remove the herd due to extinction of the herd due to overhunting but hunting camps should provide herd bonuses for longer.
Exploitation will provide a grain/fruit bonus during Initial Exploitation but the bonus should be removed when the improvement upgrades.
One fix I need to put in is to delete herds, fruit and grains if the Panivo player founds a city on top of them.
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Something that would give me an incentive to build culling fields would be if some of the Panivo units (Gorger?) had an affinity for herd resources.
An affinity for the Gorgers might actually encourage players to hoard the herds for longer as the Gorgers are a late game unit. It might be an idea for a unit that is available earlier though.
I included Mammon's Feast which will give extra happiness from bonus food resources that the Panivo can only get temporarily through Culling Fields/Exploitation and food resources that they have no means of acquiring directly themselves.
I had considered including a UB (Slaughter House?) to give a boost to unit production if there is a Culling Field in the BFC of the city. Alternatively, the UB could provide a specific promo (even better attacks against animals/mounted units) to units trained, while there's an active Culling Field in the BFC.
The other thing I was curious about was the relocation mechanics. I really didn't experiment with this enough yet, I haven't even completed a game with them, but how quickly does the exploited terrain recover? To me it seemed like it became dormant immediately, which would pose obvious problems, but more important are the trading posts, which I'm almost certain went from abandoned to the next size tier as soon as you relocated back, which could have been a single turn after the first migration. And as much as I don't want to part with my toys, I can't help but feel that massive trading posts are far too powerful to be easily achivable. There should definitely be a downtime on the relocation, linked together with a downtime on dispersion so you can't just hit disperse ten turns in a row then move to a completely undeveloped city with ten settlers and wait until you have the food and happy cap to add them back to the population. At that, there should probably be a time needed for deserted trading posts to grow to the next size tier while they're in an off season city, maybe 20 or so turns on normal gamespeed? Not sure how difficult this would be to implement, maybe I'm suggesting something impossible, but with the current mechanics the trading posts feel like a system with the potential to be very rewarding and encourage timing the relocations, but at the moment it's simply a bit too easy to get +10
over base yield megatiles. This seems to make up very easily for the fact that they need roughly double the cities other civs need, as they quickly become economic supergiants.
Exploited terrain outside of the BFC of an On-Season Panivo city has a random chance of changing to Dormant. If the player constantly relocates and the tile is never expoited beyond Initial Exploitation, then there is a high chance (90%) that the tile will revert to Dormant each turn after the city Relocates elsewhere.
The chance of returning to Dormant lessens the more the tile is exploited. Ruined land has only a 10% chance of returning to Dormant each turn.
When the tile reverts to Dormant, the underlying terrain may also be changed (Grassland->Plains->Desert). This chance increases the more the land was exploited, starting at 10% for Initial Exploitation and rising to 90% for Ruined Land.
I realised that the ability to quickly grow the Trading Camps was a potential player-exploit. In the next version, I'm removing the ability to upgrade "New" trading camps to the next tier so there will be a minimum amount of turns that a city must work the improvement to allow it to upgrade.
Another addition in the next tile will be a 2 turn delay on the Relocation. I initially put this in to prevent the player-exploit of rapidly relocating between to cities to quickly develop the trading posts. I'm going to leave this in as it seems reasonable that some time needs to be invested in preparing to move an entire population (even if the basic justification for the mechanic is Ceridwen lets them do it).
[edit]The population cost for casting Disperse varies from 1 to 3 based on the city size and whether the leader has the Expansive trait. It's slightly more expensive to create Diaspora through casting Disperse than it is to build them normally.
The intention of Disperse was to allow the Panivo to move some of the population out to avoid ill health, due to the Panivo lack of
resources. It's also to reflect the ability of a nomadic community to move as smaller groups, aside from the mass migration associated with Relocate.
I haven't tried going AV and using cull the weak yet, but it seems to me that it would be incredibly powerful, halving the number of food tiles you need to work and letting you concentrate on your trading post economy/doubling the time you can spend in a city before having to relocate. Even hell terrain isn't a bit threat to the Panivo, since base yield doesn't really matter to them as much, it's all about abusing the temporary +8 food.
Yes, I think that Ashen Veil is the way for them to go. Hopefully it won't be OP but it does fit with the lore.
The other strategy I want to try next is to is to create a huge specialist economy using my vast amounts of food and flexible happy cap. Ironically, cull the weak comes in useful here as well, letting you keep your population a lot more stable, especially since you can run pacifism to offset the effect on great people production, that is, unless you're going religion and spamming temples to keep your happycap ridiculous.
Let me know how you get on.
Also, when I got the constellation event with the 'Sucellus is dead' option, I couldn't select it, and when I moused over it didn't display a requirement.
I'll take a look at this. I think I've tied it to currently researching astronomy, which is a bit too limiting. I may amend the event so it reduces what ever beakers are currently stored and change the event text to, "Sucellus is dead. Have these so called sages flogged for their lies."
And finally, the racial: I feel it would be justified to increase bonuses against mounted and animals units - being able to fight off animals in the early game would make up for their loss of the barbarian trait, and a bonus against mounted only seems fair when they can't produce mounted units themselves. Alternatively, or additionally, the racial could authorise them to gain a second tier of cannibalize, which would both be powerful and fit very well with the Panivo theme.
I'll double the racial boosts against animals and mounted units in the next version.
Thanks for all your feedback. I won't be issuing the next version til after Christmas but if you've further suggestions I'll try to include them.