Prestige promotions and other suggestions

bebematos

Chieftain
Joined
May 25, 2004
Messages
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1. PRESTIGE PROMOTIONS
Concept: Create a more complex and rewarding promotion tree, leading to more individualizes units.
Mechanic: Each unit can only have a prestige promotion. These promotions are powerful, but sometimes demand an awkward promotion grabbing to get them. The place of the prestige promotion is important, and will be noted in each prestige promotion description. This mechanic also makes other games aspects matter more, as show below. The number of prestige units is limited to the number of Great Persons the civilization generated over the game.

RACIAL PRESTIGE
Description: I suggest broadening the racial tags to make the slayer promotions more relevant. Below there is a suggestion:

Fey: Ageless comtemplative beings with strong ties with the Dreamlands. They are the most beautiful race in Erebus, dreamed real by the angels and not simply created from raw materials as the other races. When the Dark Angels fell they fleed to the Dreamland, but were too by the Taint, but they were the least affected. They were cursed with a overwhelming pride. They avoided the lesser races, living in isolated misty Groves, but were atracted by their great dreams, which the Fey loved to contemplate. But the elven civil war changed many things ...
Subraces: Elves, Gorgons, Centaur, Merfolk.
Prestige: Mist Weaver: When a enemy attacks this unit or is attacked by this unit there is a (unit level x 5)% that the combat don’t happen and the enemy is moved to a square adjacent to its starting place.

Mountain Folk: Stout and over rational race that were organized in two castes the philosophers Giants and the ingineous dwarves. The giants were lobotomized by their own brothers during the darkest days of the dreaded mountain folk Iron Empire and now are little more than animals. When Dark Angels fell they were tainted like all the other races, and became beings of little compassion and obsessed with perfection.
Subraces: Dwarves, Giants.
Prestige: Tatical Mastery: The unit has a Area of Control, like in the previous Civilization Games.

Human: The First Race and the only one created by the group work of the 21 Great Angels. Creative short-lived beings they were also tainted by the Fall from Heaven, and are fated to repeat forever the same mistakes.
Subraces: Oldbloded (The humans who lived underground in close communities during the Age of Ice), Wild (Humans who lived in the nasty surface during the Age of Ice, acquiring Beastmen blood).
Twists: Humans need -10% XP to level up.
Prestige: no.

Beastkin: The first beastkin was a female, who Bhall took as his wife, and all the Beastkin are children of Bhall. With the a heart burning with passion, keen instinct they are the fiercest warriors in the Land. They are a very adaptable race, and all it's sub-races results of adaptation to hard periods of it's history. They formed the bulk of the Legion of the White Fire, a Light-aligned organization whose task were terminate the Sorcery Heresy. They were also tainted by the Fall, their Taint was named The Beast Inside, a inhuman feral dual personality that progressiviliy takes the Beastkin conscious. They comitted many atrocities trying to wipe all the "darkfriends" out, and finally the members of the Seven Kingdoms Alliance, under a dark influence, decided to exterminate all the Beastmen. The rage against this treason, soon leaded to hate, that consumed their hearts and of their Father Bhall, who fell.
Subraces: Orc (the paragon beastkin), Ogre, Goblin (smaller and more fertile beastkin which appeared during the Age of Ice), Dragonspawn (the beastkin who abandoned Bhall after the fall and seek to a new lord, the Dragons), Lizardmen, Minotaur.
Prestige: Dervish: If the unit defeat a enemy unit he recovers the attack abilities and get a cumulative promotion desorganized, which gives a -10% combat bonus.

Fiend: All other sentient creatures were creted by many angels using the power of creation that the Creator gave to them. The fiends are sentient creatures created by only one angel using the Agares creation technique.
They are twisted reflections of their dark creator, lacking the spark that only can be created when the angels work in group.
Subraces: Doppleganger, Infernal (red armored fiends born from the body of the fallen Bhaal), Homunculi, Demons.
Twists: Astral Body: Based in Starcraft’s Protoss Shield. The unit has two Hit Point score, with different regeneration rate, the Shield HP and the Body HP. The Shield HP fully regenerates in the end of each turn. The Body HP in special locations, corrupt terrain, node or city for fiends, for example. All fiends have Astral Body.
Prestige: Sin Eater: Mechanic: The Fiend grows stronger for each unhappy city in the world.

ALIGNMENT PRESTIGE
Description: Aligment matter, part 1. These prestige promotions can only be acquired if the civ is under the respective aligment, and the unit become aligned. More on aligment below.

a. Good:
Demon Hunter:
The unit gains 0.1 power for each Fiend or Herectic which it kills.

b. Neutral:
Accepting sugestions.

c. Evil:
Dread Prince:
Description: The unit gains the Unholy Massacre power and the heretic promotion. This power can only be used when you are in a city you control, and kills its entire population. Then [half the city pop, rounded down] Flayed Ones are spawned. Use Unholy Massacre is a war atrocitie.

SPHERE PRESTIGE
Role: These prestige promotions are quite powerful, but force you to build your node strategy around them. They require level 2 in all the spheres of the school.

a. Divination
Theurge: Acess to Divine Magic.
Comunner: Acquire the Commune Master promotion. You other units can acquire the commune slave promotion. Every time the Communer use its Commune Master power a random Commune Slave you control loses the casting of the turn. Use Commune Master don't require movement points.

b. Necromancy
Necrosage:
Description: Can spawn Danmed Echo. Everytime a non-summoned diseased unit is killed in the Necrosage’s square, or in the adjacent squares, there is a chance [Combat level*10%] of a Dammed Vestige be spawned. The Vestige is a copy of the dead unit, with all its promotions, and has also the heretic and the shadow promotion [-15% power]. The Echo can fight a number of combats equal to the Necrosage’s Spell Extension level before disappearing.
Requirements: All level II in all the Necromancy Scholl spheres, Spell Extension I and Combat I and the Ashen Veil Tech.
Role: The summoner role prestige promotion.
Entropmancer:
Description: Disables healing near him, in all the nine squares near him.

c. Alteration
Biomancer:
Can bestow grafts to other units.
Graft Promotions: These promotions are given by a Biomancer. It costs gold and reduces the maxHP in 20%. If the graft is done in a city with a Mage Tower the cost is reduced in 30%. Grafting in field must be expensive. There are two tiers of grafts.
Tier1
Legion Scarab: The unit cannot gain experience anymore.
Legion Hulk: Gains +10% to combat for each unit with Legion Scarab you control.
(more suggestions, please)
Tier2 (Archmage only)
Neuroblade: Everytime the unit hit his enemy during a combat he can steal a non-racial, non-enchentment, non-prestige promotion. If there are many levels of the same unit, only the smallest one that the unit don’t have can be stolen.
(more suggestions please)

d. Elementalism
Animal Lord:


CLASS PRESTIGE:
a. Scout:
b. Wizard:
c. Disciple: Saint:
d. Melee:
e. Cavalry:
f. Archer:
g. Hero: Chosen One:

RESOURCE PRESTIGE
Concept: Make exploration an important issue in the unit development and promote the Hell exploration as part of a conquest strategy.
 
2. Alignment Pagan Temples
Concept: Alignment matters more. Instead of a pagan temple, there are three different temples that can be built depending of the civilization alignment. The benefits of the temple cease if the civilization alignment and the temple alignment don’t match, if these alignments are enemies, good and evil, the temple generates a penalty. This penalty is different for each temple. Another idea is linking the availability of a tier 4 unit to a number of these temples be build, for example, the Paladin can only be acquired if you control 5 good temples and your civilization alignment is good, if you change alignment this alignment linked units would change revolt, joining another civilization of the adequate alignment, or “fall”, becoming a alignment unit of the new alignment of the civilization, a paladin would turn into a eidolon, preserving all it’s promotion, even them not available to this unit type. Certain civilizations could have special alignment pagan temples, as the Sidar, which neutral alignment shrine could be Arawn flavored, the same with Doviello Camulos evil shrine.

Dark Brotherhood
Flavor: Dark Templar
Concept: Stimulates war. War weariness mechanic.
Mechanic: Tweak the war weariness in the city. You reduce it when you win a battle. The military production is increased in 1% for each city you conquest or raze, or for each enemy hero, or adventurer, you defeat. Increased war weariness damage when you lose a unit, city or hero. The effects are zeroed only when you are in peace with everybody.

Neutral
Flavor: Manifest Destiny
Concept:

Children of Light Chapter
Flavor: Ancestor Cult.
Concept: Stimulates diplomacy. Promotes culture.
Mechanic: The shrine produces +2 culture for each civ with whom you have a pleased relationship.
 
Interesting.

I'll have to think on it (Mind currently occupied with Paragonity)
-Qes
 
3. NEW CITY MECHANICS:
3.1. BUILDING RESTRICTION
Description: Culture matter more. The number of buildings in a city is limited to the culture level. Some building can be build more than one time, leading to better city specialization. For example:
Culture level 1 cities: 3 buildings.
Culture level 2 cities: 8 buildings.
...
Each great engineer adds one to these building limit.

3.2. CITY PROMOTION
Description: When a city reaches culture level 3 it can choose a perk. You can choose another perk in the level 5.
Role: Promotes more individualized cities.

Unbeliever:
The city must not have a religion. Religion will not spread in the city. May not build pagan shrines. The city gets +20% adept production.

Rural Mind:
The city cannot be bigger than 8, and cannot grow bigger than 8. If the city has a Archery Range all military units build in the city starts freely with Drill I.

Civic Spirit:
+5% city defense for each defense structure in the city. City Maintance is reduced in 15%. The City cannot be culture flipped.

Trade Nexus:
The city gets a free trade route. The city can have trade routes with any city in the world, independently of open border treaties, and even with cities you are at war. The city doesn’t get unhappy if you is at war with their mother nation. The city is automatically conquest when, there is not a pacifying time.

Historical City: Everytime a Great Person is generated in this city you gain relic points. Can only be acquired by cities with a ancient ruin in it’s big cross.

City of the Dead: Suggestions wanted.

3.3. WORLD CAPITAL:
Description: The level 4 or bigger city which has the biggest cultural score in the world is the World Capital. The civilization which controls the World Capital has +1 in all your relations with other civilizations.
 
4. GUILD SPELLS
Description: Powerful spell-like "instant" effects that are summoned from a city with the necessary pre-requisites, like a specific city promotion. Normally it cost only gold, gold matters theme. The basic pre-requisite is 5 Mage Towers in the entire Civilization.

Conjurer’s Ban:
Dispells all the summoned creatures and enchantments. New enchantments and summons cannot be casted until the beginning of your next turn. Price in gold is proportional to the number of creature and enchantments active in the turn it is casted. If you cast it two turns in a row the second guild spell’s price is increased.

Time Spiral:
You play another turn after this one.

Call the Dragon Ogre:
Each time it is casted by anyone the Dragon Ogre power is increased. Requires a Relic World Wonder.

Skimming:
Transport a unit from the city with a Obsidian Gate to any square you have a unit whith Dimension Sphere.
 
5. RELIC POINTS
Description: How to acquire the yet to be fully implemented equipments? Quests and exploration. But equipment is a too cool mechanic to be limited in so few pieces ... The aim of the relic point system is to estimulate exploration and great person strategies when combined with the Historical City city promotion.

You can acquire relic points from different sources:
- Huts.
- First to discover History techs.
- Defeating Boss class barbarians.

Relic Point system demands also that acess to artifacts from diferent ages is distributed between the tech tree.
City Artifact is placed in a city by a unit bearer and acts like a city promotion.
It can be moved to other city, but it causes a little unrest to the city.

The relics available in each History tech ate the following:
- Age of Magic
Wonder: Ruins of Myranmar: Same effect as the Pyramids.
Unique Equipment: Spear of Longinnius: Has a chance of destroying each unit, pop point, building and improvement in the target square. The chance is linked to the armaggedon counters. The spear stays in the place it hit, and may be picked up by any unit, enemy survivors for examples, and normally used, even against you …
Repeatable Equipment: Sugestions please.
Unit: Sugestions please.
City Artifact: Orb of Vallis: Make the city invisible.

- Age of Dragons
Wonder: Ogre Dragon
Unit: Flying Fortress: His spheres are equal to the mana node resources you have. The unit has Summoning II and Channeling II.
Unit: Warstrider:
Unique Equipment: Azazel Weapon: +10% combat for each level the unit have. All civilization have a -1 diplomatic bonus to each order. The unit can use it's promotion points to unlock Secrets of the Azazel Weapon. Each Secret has a power and each secret unlocked increases the diplomatic penalty in 1. When this equipment change hands it keeps the unlockes secrets. The civ which owns the Azazel Weapon Bearer has a extra -1 diplomatic point and cannot make peace treaties.
Repeatable Equipment:

- Age before the Ages
Wonder: The Mirror of Heaven.
Wonder: Sugestions please.
Unit: Sugestions please.
City Artifact: Sugestions please.
City Artifact: Feathers of Hope.
 
6. TWEAKS:
a. Rename:
- Necromancy – Black Arts
- Divination – Light Magic
- Shadow – Grey Man (the name Shadow is great, but I think it can be used to other future unit, and the Grey Man concept from Wheel of Time is really cool, Grey Man aren’t invisible, they are so ordinary in appearance that your eye can, and very probably will, slide right past without noticing them)
- Siege Workshop – War Workshop (This building is needed not only for siege machines, but also to chariots and airships)

b. Fallout should be renamed to Blight. The Blight can spread like a forest, but also in improved squares, destroying the improvement.

c. Reagents should be moved to tundra terrain only and incense to desert terrain only.

d. Lose a hero should be a greater blow in war weariness than a normal unit.

e. War Atrocities: Some actions like are so terrible taht causes a cumulative -1 diplomatic penalty to all civilizations, not the Infernal or Calabim and Sacrifice the Weak civs. It tops in the -3 penalty.

f. New Promotions:
-Valkirie’s Blessing: When the unit dies in combat it has a 50% to spawn an Einherjar. (The Civ must be non-evil to learn this promotion.
-Trophy Hunter: gains money from every unit he kills.
-Age promotions:These promotions are linked to the different Epochs of the game, inner divisions in the Age of Rebirth, similar to the ages in the normal CIV. They have no promotion or tech requirements, so a lv1 unit in the appropriate Epoch could pick these promotions.

a. Famine:
Wasteland Survivor:
The unit doesn’t count to the military upkeep, and heals everywhere as he was in friendly territory.

b. War:
Trigger: The first city is razed during a war.

c. Plague:
Trigger: The first war atrocitie is commited.

d. Death:
Trigger: The first Armaggedon Spell is casted.
Suggestion please.


g. New Buildings:
- Splendid Architecture:
Can only be build in cities with level 4 or bigger culture. Each building generates +5% bonus to it’s resource production, for example Elder Council would produce +2 canisters and +5% to science. This building is very expensive.

h. Tweaked Buildings:
- Grove:
Concept: Bonus to cities whose big cross don't have any improvments, only special resource improvments.
Mechanic: If there is no improvments in the big cross, only in special resources, the grove produces the following effects.
- all explorer units starts with forest cover
- double forest spreading in the big cross, and if Fellowship increases the chances of Ancient Forests and Treant Sentinels appearing.
- Fallout, Hell Merging or Ice Age don't appear in the big cross.
- The city produces production, food and commerce for each culture level.
level 1 culture: +1
level 2 culture: +3
level 3 culture: +6
......

- Tower of Necromancy: Can turn skeleton in Lost Warriors, stronger skeletons.

i. Infernal unique technologies:
I think the Infernal should be unplayable, as this open much more design space. They should have a few unique tradable powerful techs that requires good diplomatic relations with them, what can cause the rage from many other civilization (people don't like them normally, thanks to evilness and starting entropy node), specially the Mercurians and Bannor.
 
. Infernal unique technologies:
I think the Infernal should be unplayable, as this open much more design space. They should have a few unique tradable powerful techs that requires good diplomatic relations with them, what can cause the rage from many other civilization (people don't like them normally, thanks to evilness and starting entropy node), specially the Mercurians and Bannor.
I think that that is the direction they are headed.

lots of ideas, needs time to digest.
 
FYI: these ideas definitly weren't missed and we are talking about a lot of them. They didn't get much feedback here but Loki created an internal thread about them and is going through places we could use them.

I dont know if the mechanics will really work out on them, but your ideas always have such cool flavor that I didnt want you to think that we didnt appreciate or consider them.
 
Yeah, the problem is that your suggestions are many and very complicated, and it seems that most people didn't have the patience to go through them. When I first saw it I thought I should read it another time and added the thread in my subscriptions, only to remember it now that someone did reply.

Anyway, I find most of these ideas very interesting, but they require some thinking before they can be applied.
 
A few ideas, pursuant to your suggestions...

So far as resource Prestige Promotions go, it sounds like a similar system to the existing one, where a caster cannot study a sphere of magic without having the appropriate node. Extending this, you could pick a few rare resources, and give good promotions from them.

Examples:

Ancient Lore promotion, which requires Knowledge of the Ether and Ancient Temple. Available to all units, it grants the ability to cast one random 1st-level spell.

Mythril Weapons promotion, which requires the Mythril Weapons tech and Mythril. Available to all Melee and Mounted units, it grants +30% strength. Units REQUIRING Mythril should get this for free.

Watchman promotion, requires Tracking and a Sentry Tower. Available to all Recon units, it grants +20% City Defense, +1 First Strike, and counters Marksman (so that the Watchman will take the attack, instead of the weakest unit). It also allows access to the Gity Garrison series of promotions. Early game, this allows another use for your Recon units, after you've finished exploring... late game, this allows you to provide effective bodyguards for your mages.

Finally (and this might also work well as a spell...)
Dark Ritual promotion, not available to Good civs. It requires Way of the Wicked and Reagents, and can only be performed on a living unit. It randomly either...
-Kills the Unit, producing Fallout in nearby tiles (and damaging the city, if done in a city)
-Kills the Unit, granting nothing
-Kills the Unit, granting a research bonus (if in a city)
-Kills the Unit, granting a production bonus (if in a city)
-Kills the Unit, granting a culture bonus (if in a city)
-Sends the unit to hell
-Makes the unit a Demon, and grants +30% Strength
-Makes the unit a Demon, and grants random spellcasting ability (as a newly-summoned Imp)
-Makes the unit a Demon, grants the Defensive promotion, and prevents the unit from moving ever again
-Makes the unit a Demon, and grants the Immortal promotion... once
-Makes the unit Undead, and grants Magic Resistant
-Makes the unit Undead, and grants Crazed
-Makes the unit Undead, and grants +2 Strength and no more future experience
-Makes the unit Undead, and grants Free Promotion
-Grants the unit +100% Strength, +2 Move, and Blitz, and kills it at the end of the turn
-Grants the unit a continuous source of free XP, as per Arcane units
-Resets the unit's promotions, leaving it with 20 XP regardless of it's past experience level
-Transforms the unit into a Ravenous Werewolf
-Transforms the unit into several Fireballs
-Transforms the unit into a Nightmare
-Transforms the unit into a Skeleton
-Changes the unit into a Barbarian unit, which immediately moves to a nearby unoccupied space
 
The only ones I don´t like from the Dark Ritual are gifting Vampirism and transforming into Werewolf, I think these 2 races should continue to be unique to the Calabim and to the Baron...
 
So far as the Vampires go... you're probably right.

But I maintain that the Werewolf possibility makes sense. If you're competent enough to leverage one (it's rather unlikely you'll get more) Ravenous Werewolf into the self-sustaining swarm that the Baron ususally grants... you deserve it!
 
Endovior:
Good ideas. Here are some twists based on your suggestions.

Watcher (prestige promotion): As long as this unit is on a Sentry Tower the unit has the Eye of Lugus power. When it uses this power it choses any square in the map, all squares in a four square radius are revealed. If it uses the spell Sun Dowsing it reveal the hidden resources around this center square instead of around the caster. (I see these Sentry Towers as similar to the Amon Tor in Lord of the Rings, advanced watching fortifications taht cannot be copied by the modern people. The power of the Watcher would be the knoledge to control a watching orb in the top of the Sentry Tower).

Dungeon Gate (national wonder): All units in the city have the Enter the Dungeon power. When this power is used a random effect happens, similar to your Dark Ritual promotion. This effect is determined by roll with the unit level added. The higher the result the better is the prize, and the hightest prizes can be acquired only by high level unit. There is always the chance that the unit is killed, no matter the its level. Some equipments and city artifacts should only be acquired by this method. Grigori Adventurers have a bonus in this roll. The Dungeon Gate would be another source of Relic Points.

Another comment, the flavor of a dark sorceror became a demons is great, should be used ... but I am not confortable your current version of the Dark Ritual promotion, too random, maybe if it there was less possible effects, for exemple the exclusion of the undead transformation there is already the Lich spell, and some external factor bettering the chance of something good happen, like if it uses the Dark Ritual in a city with a Ashen Veil Temple or if he is diseased ...
 
Eye of Lugus sounds quite impressive, but a little overpowered... you're talking about a power that lets you potentially explore the whole of the map, at a quite early era. Specific problems I see from this...

Making contact with everyone early on.
Virtually circumnavigating the globe without a ship.

It's an appropriate ability for later on, but from such an early tech?

Also, it seems strange that it's a recon unit doing all this mystical scrying.

Perhaps an alternative for game balance...

Eye of Lugus (and Sun Dowsing, I suppose) should be limited to units with either Channelling II, Sun I (When Implemented), or are Malakim Lightbringers (Priests of Lugus)

Also, just incidentally, I'd suggest that the Tower of Eyes wonder require a Sentry Tower... as such a marvel of vision requires an earlier wonder to copy.
 
Well, you really shouldn't be using Dark Ritual on your powerful units... there is a huge possibility that they'll become useless. That being said, I suppose such things can be easily prevented by making the promotion only applicable to living units... in the same manner as Mutation.
 
Endevior, you are probavly right, when you say my Watcher is overpowered. If you use the requirements you use for your watchman, the answer to the question "should I promote my scout to a Watcher?" is a no-brainer. No-brainer choices are bad.

I like the Eye of Lugus, but I think it is better as a Guild Spell enabled by the Tower of Eyes. But I will try to tweal my Watcher prestige promotion to shamelessly promote my mechanics suggestion.

Which is our desired answer to the above question? Depends of my game plan. The choice to prestige promote a unit should be a important and hard one. I think you can tweak this promotion three ways to make the choice harder.

a. The Watcher promotion requires 1 Prestige Point and 1 Relic Point. What are Prestige Points? A tweak of the Prestige Promotion above sugested. All the Prestige Promotions use Prestige Points, that can be acquired through different ways: 1. Whenever a Great Person is created you gain a Prestige Point; 2. When you make a amazing feat like World Cicumnavegate; 3. Each 20 turns you own the World Capital; etc. These Prestige Points are not only used to buy Prestige Promotions, but also, for example, recruit some Heroes, like the Neutral Heroes.
So now how shoul I answer the question? I should take the Watcher Promotion only if it is in my Prestige and Relic Point spending plan in the early game, and they should be quite rare in this early age.

b. Prestige Promotions, specially the powerful ones, should be placed quite high in the units skill tree (my main concern when I suggested the prestige promotion mechanic is offer FfH with a "one more level" feel, like Action RPGs, like Diablo II, specially when modded). So only the best scouts should be able to take this promotion, and it will block it from acquiring any other prestige promotions. The nature of this promotion recomends that the Watcher stays still in the Sentry Tower. One of your main explorers won't explore anymore. In "Light" it is not a huge problem, as in the mid game there is nothing else to explore, but in "Fire" there will be a whole new plane to be explored, HELL, and the Eye of Lugus cannot reach HELL (or Hidden civilizations).
Our answer now is? I should only take this promotion, only if this is good to my exploration plans.

c. Technology requirements. FfH2 have many great improvments when compared with vanilla, one of my favorites is the specialized Tech Lines. We can require not only tracking, but also a technology from another Tech Line, like Way of the Wise (which research should block the Way of the Wicked research). This way the possibilty will only exist if you are following a specific game plan.

Do you like these tweaks? It is still overpowered?

Kael, I feel quite honored that my overpowered suggestion are being discussed by the Team. If there is time, please tell me why they were discarded or modified, so I can make better suggestions in future.
 
bebematos said:
Kael, I feel quite honored that my overpowered suggestion are being discussed by the Team. If there is time, please tell me why they were discarded or modified, so I can make better suggestions in future.

Loki has been championing your ideas, you both design in a similiar fashion so it doesn't surprise that you both like the same ideas. Goign so far as to start an internal thread and disseacting your ideas for inclusion.

They all have a ton of flavor and the best are ambicious. Because they are pretty ambicious I wouldn't expect to see any in 0.16 but they will probably start to show up in "Fire". Probably transformed, but the concepts will play into the framework we use to design that phase.

Specifically:

1. Prestiege promotions- "Fire" focuses on the endgame and the final battle between good and evil. I would expect to see some prestiege promotions there. Probably more like your alignment and sphere ideas than the racial ones (I dont know that we need for distinction for races).

2. The city mechanics are probably to specific, I would rather stick with the Civ4 mechanics of allowing buildings and forcing players to decide their cities by what is build there rather than locking them into more restrictive models.

3. Guild spells got a lot of talk and Loki had some really cool for some as well. Unfortunatly its really hard to get the AI to understand the appropriate time to cast spells that have a real cost. As is if a caster is off summoning a demon every turn its not a big deal, but if it cost gold, or some fo the casters life to cast getting them to choose when to cast and when not to becomes much more important.

4. I like a lot of the ideas for the tweaks, espeically the ideas to make fallout into blight and increased war weariness from the death of a civ hero. We will probably use both ideas in some fashion.
 
7. Flying Units

First I would like to suggest a tweak. In FfH the combat system is like the vanilla when it was released, as the unit receives damage its power is decreased. Later this system was changed in vanilla, and the power wasn't affected anymore by the damage, but FfH kept the old system. I suggest a new promotion, that only some units START with, the Elite promotion. Elite units would work like the present vanilla units, it's power would not be reduced by damage. Only epic units would heve this promotion, like most heroes, some lv4 units like the Vampire Lord, the Immortal and the Archmage, and powerful monsters like Balrogs, Chaos Marauders and Hydras.

Now the flying mechanic. There is two main roles to air units: bombing and air superiority. We can aldo divide bombing in strategic bombing, destroying enemy facilities and other strategic target, like roads, and tatical bombing, which aims to desorganize and demoralize the enemy troops. Air superiority is the role of keep the skies under your control, so it is only relevant if bombing is relevant.

Keeping in mind this concepts which flavor of units would do each job. The bombing job would be done by flying machines like Zeppelins and Baloons and the air superiority job would be done by flying creatures, like pegasi and gryphons. The problem is that the job of the second group is pretty dull, but here the flavor comes in our help, as the gryphons, drakes and pegasi can enter in melee with ground and sea units. So the now the roles of the two groups of flying units are:

1) Bombers
Flavor: Air Galley, Sky Manta, Cloud Fortess, War Baloon, etc.
Traits:
Flying: Can go through impassable terrain and ground enemy troops.
Crew configuration: Like the ships in FfH 2 0.16
Tatical Bombing: Inflicts a small collateral damage to enemy units in the same square he is, and gives them the Desorganized promotion (-20% combat, there is a Disorganized II, when a second tatical bombardment happens in the same turn, wich gives -15%, to a total of -35%, but then subsequent bombing causes only damage) until the beggining of your next turn. Elite troops doesn't get this promotion, but are damaged.
Strategic Bombing: Only Lv4 bombers have acess. Can destroy improvments and buildings in the square. The chance can be modified by promotions.
Supply dependent: Bombers works like in the vanilla, rise from a base, a city or a fortess, hit the target and then return to base. The fighters don't have this limit. It's course cannot go through any square that have a Air Superiority unit, and if there is one in the target the Bomber nust fight it before the bombing.

2) Fighters
Flavor: Pegasi Knight, Tamed Gryphon, Drake Rider, Gyrocopter
Traits:
Flying: Can go through impassable terrain and ground enemy troops. Have a big chance of fleeing when the combat goes bad.
Skirmish: Can melee attack ground troops in the square it is. This attack ignores any improvment or building defense bonus, except when these structures say that it affect Skirmishers.
Air Superiority: When any enemy flying unit enters the same square it automatically fights it, and +40% against Flying units.
High Mobility: Only units with the High Mobility promotion can escape from combat with a High Mobilty unit.

How we build them? The living creatures need a stable and a Eyrie resource. The mechanichal ones need Siege Workshop.

Each civilization should have acess only to a couple of flying units. Some more concrete unit sugestions:

1) Bombers:
Sky Manta - Nest Elite lv4 Bomber Beast - Living Bomber not dependent of bases - Must have a Song button, like the lanun hero, that starts a Whale Song.
Cloud Fortress - Relic Elite lv 4 Bomber - See Flying Fortress above.
War Ballon - Bomber lv3- Can do Tatical Bombing.
Air Galley - Bomber lv4 - Can do Strategic and Tatical Bombing.

2) Fighters:
Pegasi Knight - Good lv 3 Fighter - Has acess to Air Slayer promotion.
Tamed Gryphon - Beast lv 3 Fighter - Fastest Fighter.
Drake Rider - Evil lv 3 Fighter - Has a bonus when skirmishing.

What are your opinions about these suggestions?
 
I want Air Galleys and Pegasus Knights! How cool is that...

Oh, the horror when the Doviello Air Galleys come sweeping down from the skies...
 
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