Pirate's Cove Quirk

Shatner

Warlord
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It doesn't seem possible to build the Pirate's Cove (hereafter referred to as PC) over an actual water tile, or if there is I haven't found it. This strikes me as being very odd, thematically speaking. The PC (and its subsequent upgrades) have done a wonderful job making the Lanun more competitive and flavorful (very good job there, dev team). However, not being able build them over pre-existing water tiles has several implications:
1) a pillaged PC cannot be rebuilt
2) the ultimate PC city is actually an originally landlocked Lanun city that has been arduously terraformed one sacrificed worker at a time
3) the Lanun city founded on a one-tile island is at a disadvantage over the coastal or aforementioned landlocked city

Item 3 especially strikes me as a deviation from theme. As far as solutions, I have a couple of ideas:
The simplest is to allow Lanun Work Boats to build PCs. The problem with this is that a worker cost 75 hammers to produce (as well as time your city could have been growing in population) and a work boat costs 30. You could require two or three work boats be sacrificed to cast the spell (the stack effecting spells seem capable of telling when their stack meets their specifications, like Enchant Weapon only being a castable option when a Enchantment I caster shares a stack with an unenchanted melee unit) or have each work boat create a partial improvement. By this I mean having the first boat create an improvement called "incomplete cove" (or something similar) which doesn't do anything except allow another work boat to upgrade it to a proper PC.

Another option is to allow workers aboard ships to cast the spell. I honestly have no idea how difficult this would be to implement but it corrects any hammer disparities.

The only other thing I can think of is having a special 75 hammer work boat that does nothing but create a PC. Not terribly elegant, though.

One last little quibble; is it still a desired game mechanic to have a PC not buildable within 3 tiles of another PC? That seems like a legacy constraint from back when the PC was more like water-born fort and less like a yield-improving tile improvement. Now you have to wait ten rounds for the current one to upgrade so you can build the new one, which really seems like unnecessary micromanagement, but there might be a balance issue that I have simply overlooked.

I also would like to thank the development team for creating such a marvelous game. I can honestly say I have sunk more time into playing FFH than I have into unmodified Civ IV and the ONLY reason I purchased Beyond the Sword was for the Ice scenario and to play FFH: Shadow. The game is a triumph in diverse game play, strategic depth and creativity. I've grown especially fond of trying to tease out more information concerning the setting (history of Eberus, info on the various Angels and heroes, etc.) and have read pretty much the entirety of the Civilopedia and Wiki (back when it was still up) to that end. Thanks especially for being so open to feedback and so quick to update.
 
I do think they need to be able to be rebuilt once pillaged, but I think it's necessary to have it use the land tile. Coves are already incredibly nice, if a Lanun player was able to line his/her coast with them, while placing items like cottages or workshops on the tiles the cove would normally be using, it would make for some insanely good cities.

IMO, a work boat shouldn't be able to build a Cove, but Pillaging one should leave a "Cove wreckage" behind, that workboats could travel on and rebuild (starting again at the base and having to be upgraded again).
 
or just have the pillaged PC revert to its original land when pillaged, for simplicity, making it expensive to rebuild

I don't think building new PCs on water should be allowed, that would be way too powerful
 
I tried giving both workers and workboats the ability to create pirates coves a whole back, and it cause a lot of CtDs (I'm not quite sure why)

If I get it working better then I'll include it in my modmod. I already made it so that Pirates Coves can't be built too close to Pirates Harbors or Ports, but I'll consider reducing the limit to 2 tiles instead of 3.

I'm also thinking that the Lanun should get a Workship UU, just like a Workboat but able to move in Oceans and maybe build coves (and maybe more expensive). Coves should perhaps also be buildable outside of your territory or even in enemy lands (but only on coasts, not ocean tiles). I'm also considering adding spells only castable on coves, allowing the Lanun to sell captured ships, possibly turning them barbarian or possibly deleting them, and maybe another spell that can give the HN promotion back to their ships (with a possibility of having the ship turn barb or just disappearing). I'm also thinking of adding a spell that any player's ship on a pirates cove/harbor/port can cast, which would trigger an event in which the player can try to hire a pirates ship; however, the pirates aren't very trustworthy, and are just as likely to take the money and run, or even to steal the ship that tries to hire them. (The Lanun would have better odds in this event)
 
Well, the Bug right now is that you are able to build a Cove near an Upgraded Cove. It isn't supposed to do that, and hence you are NOT supposed to have a city with Coves all around. You are supposed to be able to get typically 2 per city, 4 if well placed, and possilby up to 6 if I am guessing the geometry right in a PERFECTLY placed city.
 
This will get fixed soon anyways, however it would be nice if a pilaged cove would convert back to land, or give pirate ships the ability to build coves, which make it more expensive but possible.
 
Converting a pillaged cove back to land is problematic. You pillage with your ship, the tile turns from ocean into land with your boat on the tile. I suppose you could add code to kick the units off the tile, but that might be a bit strange.
 
I must admit that I never liked the concept of Coves turning land plots into water ones. It should either be coast only or merely graphically emulate water on land plots near the sea.
 
I must admit that I never liked the concept of Coves turning land plots into water ones. It should either be coast only or merely graphically emulate water on land plots near the sea.

Coves, if I remember correctly, provide sight range and defensive bonuses to ships located in them. You'd lose that functionality if they were not a water tile.
 
Coves, if I remember correctly, provide sight range and defensive bonuses to ships located in them. You'd lose that functionality if they were not a water tile.
Err... why?

Anyway if coding a land tile to provide the same effects is a problem - and I don't see why it should be - then it just means that Coves should be coastal only improvements.
 
Well, the Bug right now is that you are able to build a Cove near an Upgraded Cove. It isn't supposed to do that, and hence you are NOT supposed to have a city with Coves all around. You are supposed to be able to get typically 2 per city, 4 if well placed, and possilby up to 6 if I am guessing the geometry right in a PERFECTLY placed city.

If the requirement is "can't be built within 3 tiles of another cove." i.e. may occupy the 4th tile away, I can only come up with a maximum of two coves per city.

_XXX_
PXXXY
XXCXY
XXXXY
_XXX_

P= Cove, C = City, Y = legal placement, X = illegal placement

If I'm missing something please fill me in. Although it's a but at the moment I'm playing by a self imposed rule until it's fixed.

The real problem comes when placing the second and third cities in proximity of the first but trying to maximize the number of coves.
 
Nah, I haven't played with them, so I thought that 3 tiles away was sufficient, based it off of that. You are probably right that you need more than that, but it does seem a tad over-restrictive in that case.

Edit:

_XXX_
PXXXP
XXCXX
XXXXX
_YYY_


Does that work?

Or

_XPX_
XXXXX
PXCXP
XXXXX
_XPX_
 
I don't like the idea of reverting the tile to land after the improvement has been pillaged. I do like the idea of Pirates (the actual naval unit buildable by the Lanun) being able to build Pirate Coves. Since Pirates cost 100 hammers to create and are a little ways down the tech tree I'd rather they weren't sacrificed in the effort. Instead have it take several rounds for the pirate to build the cove.

I can see the argument for restricting the number of pirate cove's one can have around one's city. If nothing else, a player with a moated city is basically immune to any attack the AI is going to throw at him. The only thing that could cross (assuming the moat is not connected to a larger body of water) would be water walking and flying units, which are generally hard to come by.
 
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