Orc Suggestion

Barlevin

Chieftain
Joined
Jul 14, 2007
Messages
14
Much of the early development discussions cited that orcs were supposed to be 'at home' in the jungle much as elfs are 'at home' in the forest. This never rally materialized, very likely for balance reasons.

I would suggest the very simple addition that Orc should be able to 'farm' or 'hunt' jungles *without* improvement, allowing them to garner 2 (perhaps 3 due to health problems) food total from any jungle square early on. Since there would be no hammers this would ultimately not be a winning strategy and introduce the civilization/barbarism dialectic into the play of the orc: Yes, you can have great big swarms that cannot produce anything or you can cut the natural food source down and civilize it. Additionally health effects would eventually catch up preventing mega-tribes.
 
I hardcoded my personal version of FfH so that the Clan get +1 food from all Jungles by default.

EDIT: Actually I remembered wrong (been a while since last game with the Clan). The Clan also gain +1 Labor from Jungles - so Jungles function like Grassland forests by default for the Clan.
 
Ya know, you could jus hardcode it so the orcs get no unhealthiness from jungles and can build farms and mines where jungles are, much as the Elves can do with forests.
 
If you want Jungles races, try Fall Further's lizard men.

Both very fun civs with very unique Priest UUs. Plus, on the good one, gettin their hero is a very unique and fun goal. I also like how both of em have their own civics. Definitely reccomend the lizard men civs to anyone.
 
Mazatl=Good Isolationist Traders(They get mega internal trade bonuses) and a Wyvern(Weaker Dragon with 19:move:, move movement) and Apposed to Armagedon.
Cualli=Evil worshippers of Aeron, get mega Shadows.
Both get special jungle with NO negative effects(Th jungle turns to the bad kind outside their borders)
 
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