Orbis 0.30 workshop

Sorry double post.
 
All Grigori farms upgrade into homesteads after 25 turns. Homesteads are identical to farms except that they have a chance to discover pasture and farm resources. This way you get a lot identical ressources that you can trade with your neighbours.
Additionally Grigori Palace in Magister Modmod has +1 free specialist per homestead. The Grigori capital is surrounded by farms that you let grow until they become homesteads. Then you switch to another farm until it becomes an homestead to. Plays quite nice and is not really broken as at start you won't have many specialist slots.
 
I remember MC quoting Cassiel who seems to emphasize this kind of economy. But I don't know the lore inside out. Thus we will have to wait for Magister to explain.
 
Actually, I let normal farms discover farm resources, and allowed Homesteads to discover and use pigs, cows, and sheep too.

What I presumed he was talking about when he praised the Homestead mechanic in my modmod thread is their other benefit: when an enemy invades a homestead, it has a chance of spawning defenders, the same way Ancient Forests spawn treants. These militia units are weak and have limited duration, so they are worthless for offensive wars but excel at slowing down invasion forces.



Cassiel has long idealized the idea of the self-sufficient Yeoman farmer. Does not care much for city folk, with their guilds and politics. He distrusts commercial interests since many of them actually worship Mammon. The Grogori system of government could be called "anarcho-feudalism." They have a hierarchy of feudal lords, but such lords are essentially unpaid community organizers or at most unpaid justices of the peace. They are appointed for life, but receive no special benefits except the respect of their peers and cannot pass the job down to their heirs. They don't have manors or offices, so people just to to their houses when they are needed to settle disputes. Cassiel usually chooses the "lords" from among the most average citizens of a region (never choosing either a rich person or anyone too poor to support his own family), but often prefers to pick farmers even in regions where cities dominate. (Although Cassiel doesn't really like it, towns and cities are mostly communes that democratically elect their political leaders.) I highly suspect that they can be removed from their position by petition. They are responsible for organizing the local militia, which due to the illegality of taxation and conscription involves running a lot of bake sales and other fundraisers to solicit donations. The Grigori have no real standing army, only a network of allied militias. These militias are notoriously unorganized, with a majority of the soldiers AWOL a majority of the time. The Grigori legal system does not really have a way of punishing such people. The Adventurers are the worst offenders, as most of their adventures happen when they are supposed to be on guard duty hundreds or thousands of leagues away. Most Grigori will fight valiantly to defend their own homes, but it is hard to convince them to fight further away. As the militias are designed mostly to fight close to home, few have the logistical capacities to wage aggressive wars. Most soldiers are used to going home (or to a local tavern) for each meal even while battles are waging, and will usually place consider their militia duties less important than farm work unless they or their close friends are personally threatened.
 
The Grigori have no real standing army, only a network of allied militias. These militias are notoriously unorganized, with a majority of the soldiers AWOL a majority of the time. The Grigori legal system does not really have a way of punishing such people. The Adventurers are the worst offenders, as most of their adventures happen when they are supposed to be on guard duty hundreds or thousands of leagues away. Most Grigori will fight valiantly to defend their own homes, but it is hard to convince them to fight further away. As the militias are designed mostly to fight close to home, few have the logistical capacities to wage aggressive wars. Most soldiers are used to going home (or to a local tavern) for each meal even while battles are waging, and will usually place consider their militia duties less important than farm work unless they or their close friends are personally threatened.

Considering what George Washington had to go through with the Colonial Militias, I would think that the only way you'd ever get the Grigori to ever attack out of their own lands would be sacrificing a Great Person (probably a general) to initiate a "Just War" where it motivates enough of the population to fight.

Of course this really puts the Grigori into a bind in a combat game. I do wish that Orbis had the 'entertainer' unit common in many mods which you can use to increase culture since being atheists they can't build missionaries to upgrade culture. (Neither can the Mechanos or Illians)

As a long time Guard guy I always wish there was a way to create a National Guard wonder (or in Orbis it would be the Militia system) where you could build a unit and then when you don't need it as much, you could elect for it for it to go 'inactive' and you'd have to pay less maintenance for it. It would go active only during declared wars, an enemy shows up 1 tile away or a small gold fee is made to bring it back to 'active duty' - that way you could keep a larger army than you might but not get crushed by the maintenance costs.

By the way, on a similar topic is there ANY mod out there that has a way to automatically upgrade units? I've always wanted a slider scale like for culture or espionage where you allocate a certain amount of money towards military improvement. Less for the Human player and more for the AI so there would be a mechanic for all those Tier 1 units to upgrade over time. I always hate seeing spearmen when I have tanks in vanilla Civ.
 
I like the defenders mechanic, but especially the +1 specialists per homestead has a great influence on the way they are playing during peace time. You can have tons of unique units but nothing makes the game experience as different as mechanics that boost your economy in a unique way.
I forgot that normal farms do discover farm resources. Still I was able to trade a lot with other civs by having a lot of homesteads and thus a lot pigs, cows and sheep.
 
Again I was possessed by the Old Ones. Probably it's again too ambitious, but I thought I'd better share it with you instead of deleting it. I hope I don't annoy you with my ideas ;).

Grip of the Deep:
Spoiler :
Techrequirement: Message from the Deep
ReligionsPrereq: Octopus Overlords
„Who wants to gaze into the deepest knowledge of the Old Ones, first has to offer himself to the element that once was their home and even now is still able to send out their commands to their followers.“

50% cold damage to the caster
50% chance to gain the „fatigued“-promotion
20 % chance to gain the „resistance to cold“-promotion
100% to gain Trial I
if the caster already has Trial I he gains Trial II instead
If the caster already has Trial II he gains Trial III
If the caster already has Trial III remove all „Trial“-promotions to grant „Initiate of the Deep“-promotion
Initiate of the deep = Waterwalking +25% combat vs. Naval units


Grip of Insanity:
Spoiler :
Promotionrequirement: Initiate of the Deep
Techrequirement: Mindstapling
„If he survived the grip of the deep he has to face his worst nightmares that might drive him mad or finally sane.“
20 % chance to gain the „Charmed“ promotion
20 % chance to gain the „Enraged“ promotion
10 % chance to remove the „Crazed“ promotion
10 % chance to gain the „Perfect Sight“ promotion
10 % chance to gain the „Potency“ promotion
10 % chance to gain the „Divine“ promotion
100% chance to spawn a barbarian illusion that endures 1 turn:

With „Initiate of the Deep“ it spawns an illusion with low strength
if it's defeated by a unit with „Initiate of the Deep“ the unit gains „Trial I“
if the unit is defeated it is transformed into a barbarian (give the illusion +100% chance to gain control of defeated enemies)

With „Initiate of the Deep“ and „Trial I“ it spawns an illusion with medium strength
If the illusion is defeated by a unit with „Initiate of the Deep“ and „Trial I“ the unit gains „Trial II“
If the unit is defeated it is transformed into a barbarian (give the illusion +100% chance to gain control of defeated enemies)

With „Initiate of the Deep“ and „Trial II“ it spawns an illusion with high strength and Fear
If the illusion is defeated by a unit with „Initiate of the Deep“ and „Trial II“ the unit gains the Initiate of Insanity promotion and all „Trial“-promotions are removed
if the unit is defeated it is transformed into a barbarian (give the illusion +100% chance to gain control of defeated enemies)

Initiate of Insanity = 50% chance to gain the promotion "Clarity of Thoughts" 50% chance to gain the promotion "Agony"
Mental Clarity = 10% chance to gain control of defeated units in combat, +20% spell resistance. 50% chance to exspire.
Agony = Unit cannot attack or move. 50% chance to exspire.


Grip of Chaos
Spoiler :
Techrequirement: Fanaticism
Promotionrequirement: Initiate of Insanity
„In the next step the caster will be ready to let the Overlords form his body along their wishes until he can endure their wisdom. But only a few can control the new abilities they have gained and often their new form turns against the followers of the cult.“

100 % chance to gain the „mutated“-promotion
100 % chance to remove the „mutated“-promotion (to allow new mutations)
10 % chance to become a barbarian
20% chance to gain the „divine“-promotion
100% chance to gain the „Trial I“-promotion
→ 100% chance to gain the „Trial II“-promotion
→ 100% chance to gain the „Trial III“-promotion
→ 100% chance to remove all „Trial“-promotions → gain „Initiate of Chaos“-promotion

Initiate of Chaos = 50% chance to gain the „Strength of the Old Ones“ promotion, 50% chance to gain the „Unnatural Convulsions“ promotion
Strength of Old Ones:+30% Strength 50% chance to exspire
Unnatural Convulsions: -30% Strength 50% chance to exspire


Unity with the Old Ones
Spoiler :
Techrequirement: Divine Essence
Promotionrequirement: Initiate of Chaos
„After the initiate has found the form the old ones like he is worthy to gain power and knowledge beyond any understanding of the mortal mind. A part of their ancient essence returns to earth and the initiate will stand face to face with a godlike entity. But still he has to be cautious. The soul of any creature on Erebus is not created to stay in contact with such power and it can happen too easily that he will become just a shell for the entity he serves“
Spawns an „Essence of the Old Ones“-improvement within 1 tile from the caster. This tile can only be entered by a unit with the „Initiate of Chaos“-promotion. Entering the sphere grants the „Essence of the Old Ones“-promotion. With that promotion you have:
5% chance to turn the unit into a barbarian
2% chance to gain level I of any existing spell sphere
5% chance to gain the Channeling I promotion
5% chance to gain the Channeling II promotion
5% chance to gain the Channeling III promotion
50% chance to gain the „Divine“ promotion
5% chance to gain the „Foolish“ trait
5% chance to gain the „Weak“ trait
2 % chance to gain the „Arcane“ trait
2 % chance to gain the „Philosophical“ trait
2 % chance to gain the „Spiritual“ trait
2% chance to gain the „Insane“ trait
2% chance to gain the „Embodiment of the Old Ones“ trait

Easier solution (would not be as unique):
x % chance per turn to become barbarian.
The unit gains x XP at the start of your turn.

Strategy: You can remove the „Essence of the Old Ones“-promotion at any time. If you do so the „Essence of the Old Ones“-improvement is removed from the game. You have to consider how much risk you are willing to take. Do you want infinite knowledge and power or a well dosed bit to avoid your mind to be consumed by the experience of the knowledge of the world streaming through your body?
 
Not sure how many people read the LENA post. Had some thoughts about how to make the Kuriotates a bit more interesting.

I've always pushed for a Centaur Civ, perhaps replacing the Hippus as humans. However in 'talking' with Opera, I agree I'd rather see the Hippus to continue as the Peter Jackson style LOTR 'horse vikings' rather than Mongolian Centaurs.

In hashing things out, it dawned on me that the Kuriotates already fit a lot of what I had in mine. The Centaurs live a nomadic life and have no real need for cities except wintering camps. However, there is a lot of things useful that come from more urban living. I feel that Centaurs most be mostly carnivorous since with human mouths but horse bulk, only lots of animal protein would probably due so I see them following the bison herds lie the Plains Indians. However, being able to trade for bread, cheese and other things would make their life easier.

Now I was at first thinking that they would team up with hobbits or gnomes in exchange for protection, but in hashing it out, best to have the 'urban' part of the Kuriotates would be made up of different races that were kicked out/left their own Civs for various reasons so as to make a Erebus America or Renaissance Netherlands.

So what you've have is limited cities and settlements that are merely 'weigh stations' to trade with the various Centaur tribes and delineate territory. (Nomads traditionally have a hard time claiming territory as their own) which fits the Kuriotates.

Now what Opera and I were thinking is instead of Cardith did was create the "Kuriotate Union" which was a pact between the Centaurs and these 'rejects' to form an alliance. The urban Kuriotates would furnish all the neat stuff they made to the Centaurs in return for protection. Thus they could get on with all their art and culture that probably got them kicked out of their own Civs.

So instead of having UUs, the Kuriotates would rely on racial promotions more. Their cavalry line would be centaurs which really aren't UU, just cavalry w/the centaur racial promotion. Their other units, however would have a random racial promotion when build to show them coming from different racial stock.

Now I would think that this type of Kuriotates would not be atheistic like the Grigori, but they would be against having a state religion. I can still see them venerating the dragon if it was the wisdom of said dragon that prompted Cardith Lorda to create this haven of cultural safety.

Since centaurs are nomadic, not every tribe would get the message in a timely manner of war or might not muster for what ever reason so I was thinking that when a Kuriotate cottate (which would more likely represent a centaur tribe than a outlying town) has an enemy come next to it, it would spawn a centaur militia unit.

Anyway, the nice thing about all of this is that it really doesn't change a lot of the mechanic but makes more sense why only the Kuriotates have centaurs.
 
In one of the RPGs I am playing there is an interesting twist to centaurs. They have formed a deep bond to a human that rides on their back. This bond between rider and centaur goes beyond friendship, beyond love, beyond all other races know as they spend their time together since both have been born. The RPG does not specify whether this bond is magical or not (as it leaves very much to the GM and his imagination how he wants to shape his world), but I could imagine.
 
In one of the RPGs I am playing there is an interesting twist to centaurs. They have formed a deep bond to a human that rides on their back. This bond between rider and centaur goes beyond friendship, beyond love, beyond all other races know as they spend their time together since both have been born. The RPG does not specify whether this bond is magical or not (as it leaves very much to the GM and his imagination how he wants to shape his world), but I could imagine.

Hmmm, most sources on Centaurs I've ever seen has them being VERY cranky about anyone riding them since they see it as demeaning.

Plus, I would think that a centaur would probably be smaller than your average horse because, as I mentioned, since they don't graze most of the time, keeping themselves fed would be an issue. I mean most centaurs seem to be half human/half Clydesdale which would take a LOT of food.

Thats why I was thinking having other races brew beer, bake bread, make cheese in return of 'organic, free range beef' would be a good trade off. That and I'm sure having some dwarf be able to shod your hooves with iron might be nice.
 
Yeah centaurs in this setting are very different, but I like them that way. Riding on another does not have to be considered demeaning. Think of Shadowfax, Gandalf's horse. In many literature I have read the relationship between rider and horse is defined by high appreciation instead of seeing the horse as a tool for work and war.
 
Yeah centaurs in this setting are very different, but I like them that way. Riding on another does not have to be considered demeaning. Think of Shadowfax, Gandalf's horse. In many literature I have read the relationship between rider and horse is defined by high appreciation instead of seeing the horse as a tool for work and war.

Well Shadowfax didn't talk or have live in a distinct culture. I think that is the point of why Centaurs are touchy about anyone riding them. It's one thing to sling someone who is hurt onto your back, it's another to have someone ride you into battle like any other 'dumb' animal.

I would see the Centaurs as a proud and somewhat touchy people which is why Cardith Lorda had such an achievement getting them to agree to the "Kuriotate Union" - although in many ways it would also benefit them in a political sense. Tribal people often have a lot of trouble dealing with inter-tribal issues and it would be a bit more palatable to accept a supposedly 'neutral' judge from outside their race to help them deal with such issues.

That and the fact that is they have a very hard sense of duty, they would take their commitment to protect the Kuriotate culture very seriously. Perhaps they might have access to some sort of Homeland defender promotion to show that they are REALLY committed to defending their lands.
 
Changes for my trial mechanic. Now I have tried to be simple while preserving the flavor.

Grip of the Deep:
Techrequirement: Message from the Deep
ReligionsPrereq: Octopus Overlords
TerrainPrereq: Coastal or Ocean
„Who wants to gaze into the deepest knowledge of the Old Ones, first has to offer himself to the element that once was their home and even now is still able to send out their commands to their followers. After that the initiate will never be the same. While on some days he means to feel the gaze of the Old Ones on him, there is also a time when he feels the brackwater streaming through his lungs again like at the day he was drowned and brought back to life.“
The Caster gains the "Initiate of the Deep" promotion. 50% chance for the Caster to die. (If you want to emphasize the flavor: Modified by the Resistance to cold of the target.)
Initiate of the deep = 50% chance to gain the "Morale"-promotion, 50% chance to gain the "Fatigued"-promotion.

Grip of Insanity:
Promotionrequirement: Initiate of the Deep
Techrequirement: Mindstapling
„If he survived the grip of the deep he has to face his worst nightmares that might drive him mad or finally sane.“
Summon a barbarian illusion with fear, duration 1 turn and 50% chance to gain control of defeated units. When the illusion is defeated by a unit with the "Initiate of the Deep"-promotion it gains the "Initiate of Insanity"-promotion.
Initiate of Insanity = 50% chance to gain the promotion "Mental Clarity" 50% chance to gain the "Charmed"-promotion
Mental Clarity = 10% chance to gain control of defeated units in combat, +20% spell resistance. Removes the "Charmed"-promotion. 20% chance to exspire.

Grip of Chaos
Techrequirement: Fanaticism
Promotionrequirement: Initiate of Insanity
„In the next step the caster will be ready to let the Overlords form his body along their wishes until he can endure their wisdom. But only a few can control the new abilities they have gained and often their new form turns against the followers of the cult.“
The caster gains the Grip of Chaos-promotion.
Grip of Chaos: 10% chance to become a barbarian. 50% chance to give promotions to the unit according to the "Mutate"-spell promotion list. 20% chance to gain the Initiate of Chaos-promotion that removes the Grip of Chaos promotion.
Initiate of Chaos = 50% chance to gain the „Unnatural Strength“ promotion, 50% chance to gain the „Unnatural Weakness“ promotion
Unnatural Strength: +30% Strength 20% chance to exspire. Removes the "Unnatural Weakness"-promotion
Unnatural Weakness: -30% Strength 20% chance to exspire. Removes the "Unnatural Strength"-promotion

Unity with the Old Ones
Techrequirement: Divine Essence
Promotionrequirement: Initiate of Chaos
„After the initiate has found the form the old ones like he is worthy to gain power and knowledge beyond any understanding of the mortal mind. A part of their ancient essence returns to earth and the initiate will stand face to face with a godlike entity. But still he has to be cautious. The soul of any creature on Erebus is not created to stay in contact with such power and it can happen too easily that he will become just a shell for the entity he serves“
The caster gains the "Avatar of the Old Ones"-promotion.
Avatar of the Old Ones: +1 Cold Strength, +10% chance to gain control of defeated units in combat, +10% regeneration per turn (a combination of water, mind and chaos boost).
Enables the "Give in to the temptation"-spell: Unit gains 5-10 XP (and an empower-promotion?), 10% chance to become a barbarian.
 
I don't know how much work is going on about this but I really do think that if possible, 0.30 really needs the following improvements.

Naval upgrades for the AI: I tend to play on a tiny map with 6-7 Civs on a tectonic map using the lakes. The problem with this is every game I've played of late, I get one civ stuck in a situation where they can only interact with other Civs via ships. The Hyperborem, for example, in my game playing the Balseraphs were cut off on a spur due to mountains. Even after gifting them some galleons, they just parked them in their only city even though there were three islands they could reach. Plus that applies to the other Civs, they build combat ships but they don't seem to want to colonize. In addition I see the AI placing a archer and a settler on a 1 tile island...and then never creating a city! :eek: This is weird since the other odd thing is the AI will crank out triremes & galleas even when they are being attacked from the land.

Better AI for certain Civs: For some reason the Khazad spam horseman and slingers and the Luirchirp don't seem all that inclined to build their golems. Plus the Sheaim never seem to have many of their specialty creatures they get via the planar gates. As mentioned in the "excite my civ" thread, I think maybe having more zombies would help their AI.

A mechanism for a trend toward hating/liking certain civs: Yes I know Civ is all about making your own way, but I just find it odd when I'm playing Illians, busily converting most of the world to ice and the Amurites are pleased with me! :crazyeye: I just think that many Civs should get built in minuses and pluses towards certain other civs. I mean the Bannor and the Clan probably should only be, at best, cool to each other.
 
I did some updates to the changelog, hope you like it. I would like the feedback on new lunatics the most, but please do not limit yourselves :)

Changes for my trial mechanic. Now I have tried to be simple while preserving the flavor.

I think that whole upgrading mechanics might be still be a bit too much. How about making grip of insanity & grip of chaos into promotions given for free to overlord priests & high priests? They will get special bonuses at random, just as lunatics do (but with different chances & effects)
The reason is, while I like the flavour, we would have to add initiation mechanics to other priests as well (AV is a must), and I am not sure about it.
Still, I like the idea od final revelation. The problem with the final one is that you risk high level unit.
Hmm, how about making it two grade:
  • grip of insanity - you can attempt to cast it only once. Casting the spell has chance to either give Mental Clarity or crazied/mad (I rather think crazied). The chance of succes will be influenced by priest level. Mental clarity removes crazied if it was present. Mental clarity is permanent, and grants nice random bonuses, plus a set positive bonus.
  • mental clarity is one of the requirements to become high priest (but not sure how to code it yet, so I might just drop it if it is too complicated)
  • grip of chaos - requires mental clarity, chance to get Avatar of the Old Ones promotion, not sure about the other possibility (if any - another madness chance?)
  • spell enabled, and techs required to cast spells are fine I think.
I don't know how much work is going on about this but I really do think that if possible, 0.30 really needs the following improvements.

Naval upgrades for the AI:
This is definetly a must do. I am not sure if in 0.30 though, as AI is a pain to adjust. I want to add as much of the content stuff as possible to base 0.30, i.e. to make further patches lighter on art. And I want to do it this month, or in the beggining of march. SO it is the matter of limited time.
Plus I would like to get feedback on the AI as soon as possible after making adjustments, so patch is probably better to add it.
Better AI for certain Civs:
Again, agreed, but with the same "but..."
Now that I am content with stability & performance of Orbis (content, but still going to work on it), I want to contentrate on the AI.
0.30 should be a bit better, i.e. Kurios should place their cities much better.
I have merged that change from FfH, plus their diplomacy enhancments & all general BtS stuff (from unofficial patch).
The problem is, while FfH/wildmana might have better AI, it is very mod unfriendly. Most of it is hardcoded, so adding/changing anything ruins the whole AI. First, I do not like such things, second, you know how deeply Orbis have been changed - I would have to write Orbis "wildmana" almost from scratch ;)
But there are some things that, while hard to import, could be imported. I just did not play FfH in ages, so not sure if the AI is much better compared to Orbis, so I am not sure what should I concentrate - trying to adjust current AI mechanics, find BtS code that I can use, or try to salvage as much as I can from FfH/Wildmana.
I need your input on this.
A mechanism for a trend toward hating/liking certain civs: Yes I know Civ is all about making your own way, but I just find it odd when I'm playing Illians, busily converting most of the world to ice and the Amurites are pleased with me! :crazyeye: I just think that many Civs should get built in minuses and pluses towards certain other civs. I mean the Bannor and the Clan probably should only be, at best, cool to each other.
This is yet another example of hardcodnig...
Some flavour adjustemnts might be a nice idea, but anything more than +-1 to attitude would not be good. Ok, Bannor & Clan have reasons to dislike each other. But imagine Clan run by Sheelba & Bannor run by Capria, both following Order and joined in the crusade against sheaim... That is possible, isn't it? So why should the still be annoyed to each other?
By the way, how about the following clan leaders archetypes:
  • Jonas - evil, orc shaman, fanatical follower of an evil god
  • Sheelba - neutral, seeking new ways, influenced by order (a chance to redeem their people, finding new way?)
  • Hafgan - evil, the archetypal orc, burn shaka laka, but if receive good payment can be sent to burn your neighbour lands instead...
  • Ji - avil (neutral?) orc shaman, adherent to natural cults, i.e. dark version of FoL
 
I did some updates to the changelog, hope you like it. I would like the feedback on new lunatics the most, but please do not limit yourselves :)

30% chance for Crazed spawning additional promotions is too much. Held will be a pain all on it's own. Knock it down to 20% and possibly even lower. Interesting that both you and Kael consider mad warriors to be unpredictable. I would be more in favor of a system like Balseraphs Freak were you don't know what you'll get, but what you get doesn't change further.

I like the idea of waxing - waning power though. Wonder if they could be made mutually exclusive?

Strong - Weak
Light - Heavy
Fear - Held
Cannibalize - Medic I
Stigmata - Hidden Nationality

I get that you want strength of the deep to be water associated but random water walking? Won't the AI start drowning it's units that way? Especially if the unit can suddenly get held?
 
Forts
Removed fort commander unit & all his special promotions
Only melee & archery units can claim forts now
Melee, archery & siege units get garrison promotion while in fort, enhancing defense & ranged attack

Agnostics
Trait split into two:
humanist - as old agnostic (but the name was misleading), humanists get bonus to relations with each other (as if following the same religion) - Grigori, Dao
cultist - relation penalty to every civ having state religion, or another cultist - Mechanos, Illians, Scions. Some leaders not changed for now (i.e. Raitlor, Publius)

Forts sounds just what I was hoping for now. Very interesting to see what the AI will do. The unreligious civs still miss out on the boosts to improvements granted by FoL and RoK techs. The extra commerce is more significant that what you'd expect. Either make the boost more inclusive, and move them to others techs, or more exclusive in that they are only granted by civics.

As a side note I just wanted to let you know that I really enjoy the change you've made to the elven civs. Making it harder to grow population but easier to grow culture feels just right. Perhaps do the same thing, but the other way around, for the orcs and barbarians? Dwarves feel equally slow growing as elves, so less food more hammers for them? Love how this would make the races feel different from each other. Since population is THE most important aspect of a city's strength it's a very neat thing to tinker with. Too bad we can't put in unfavored terrain, especially for the "terraforming" civs. Would make sense that they got extra poor yields from certain terrain.
 
I like the new crazed a lot. You mustn't forget that each promotion granted by crazed is removed at the start of your turn - so the unit won't stay held forever. Lunatics should be kinda unpredictable what was the only aspect shown by the old version of crazed. Now they are powerful units and they crazed promotion is actually one you want to keep.
 
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