Reforming the Malakim

dostillevi

Warlord
Joined
Sep 16, 2009
Messages
299
I prefer to play the malakim, and since Fall Further is going through a rebuild right now I thought it might be appropriate to discuss Malakim gameplay.

1. Malakim's love/hate relationship with the desert. I've played FFH, Orbis, FF, and FF+ and all take a slightly different approach to the way the Malakim interact with the desert. I'm concerned particularly with the economy, as desert unit bonuses seem to be mostly in line (more on that later). The big question I have is whether the Malakim's desert bonuses should be high enough for a malakim player to want to scorch every bit of land in their territory and whether the desert bonuses should come in the form of food or commerce. I mostly like the way FF handles this, because the time it takes for a sit to grow into a gathering offsets the inherent advantage the Malakim get from not having to worry about other civs settling early into their desert territory.

One post I read noted that every historically desert dwelling civ was actually a river civ (or nomadic I would add). What do people think about giving the malakim higher bonuses on floodplains, reducing their ability to get bonuses from plain desert tiles (perhaps by limiting the sit to one level below gathering), and increasing bonuses for inter city and especially inter civilization commerce to simulate the silk road effect. The last part in particular would work to make the malakim the first civ ever that could focus on trade and commerce as its primary means of gold production and would force them to be much more careful in their diplomacy (which would offset some of their powerful offensive abilities). A Malakim economy would be built around food generated from floodplains, production from specialists and some mining, and mid to late game commerce from trade routes. Mines and towns would be downplayed, and the Malakim as a people would become focused on farming, aristocracy, and practical engineering/wonder building. This would of course require scorched land near rivers to become floodplains, but it should be possible to offset this in other civs so that everyone doesn't go around scorching all the rivers. Perhaps some bonus or unique building that could be placed on or near the oasis would also fit (maybe only make fully grown Bedouin gatherings possible near the oasis, but with 3 food instead of 2).

2. Desert bonuses and combat. I question this primarily because the Malakim are strongly good aligned and all that destruction seems counter to that morality and secondly because the ease with which territory can be scorched allows a malakim offense to quickly devastate an opponent's land. A stack with a decent number of adepts with scorch can turn 6-9 tiles into desert every turn.. one move out, scorch, pick up desert movement bonus, return to stack. Not only is this very very destructive to an opponent's economy, it also lets the malakim take their desert bonus with them everywhere. This makes for fun and unique gameplay, but it seems very antithetical to the good nature of the Malakim. One way I can think of to offset this would be to make scorching land make one become slightly more evil and/or raise the Armageddon counter. To offset THIS, the malakim could perform some sort of small production value cleansing ritual that would restore a portion of their goodness. This would allow the malakim to be very destructive during times of war, but without a considerable amount of time dedicated to reparation the civ could be come neutral or evil. If this mechanic was implemented I believe only the Malakim should be able to perform the cleansing ritual. Other civs wanting to scorch land could offset it by using vitalize to improve other bits of landscape and gain a bit of goodness at the same time.

3. Lightbringers. I love the unit but I'm not sure that its appropriate that it can become so powerful that the malakim player has no reason to ever build adepts. I'm not sure if I'd want to do anything differently here, except perhaps that lightbringers should only be able to promote along the disciple line.

4. As I understand it, the Malakim are by intent a strongly religious civ that is rather lost at sea until it discovers honor and adopts Empyrian. I would love to see some more affinity between Empyrian (or at least honor) and the Malakim. This could probably be done by providing some unique religious units that are Malakim only and require Empyrian. I think a Malakim player should be creating very powerful religious units, perhaps with sun affinity, rather than knock em dead mages. I see their level of fervency somewhat below that of the Elohim or Bannor but well above that of most other civs.

I probably have some other ideas kicking around but I'd like to hear your thoughts.
 
This could probably be done by providing some unique religious units that are Malakim only and require Empyrian.
Actually there're unique religious units, Lightbringers. And I like how they may become many different units, the mechanics is really nice. I am not sure about orienting a civ to a specific religion, FFH is mainly about a choice, but some synergy may be good.
 
I prefer getting rid of Lightbringers as a seperate unit and making it an Ecclesiastic or Vicar UU.

(Being able to upgrade to recon or arcane units is the result of being able to upgrade to Savants or Disciples of the Leaves.)



I suppose it would probably be too much to make Lightbringers an Empyrean disciple that doesn't require the Honor tech or the Empyrean to have been founded yet (thus allowing the Malakim to found the religion early) right? What about making Lightbringers Ecclesiastics that start with Perfect Sight and don't require temples to build? What about giving them access to Sun Magic?



I think the Malakim connection to deserts could be better represented by making all Malakim disciple units gain a new "ascetic" promotion while in the desert, which could act like another potency promotion, boosting their spells and xp gain. The Malakim don't just dwell in deserts for the hell of it, they are dominated by the desert fathers who go there to grow closer to the divine.




Lorewise I don't see any real connection between the Malakim and Floodplains. They do however center around Oases. Perhaps the Oasis feature should give them extra yields, and only they should be able to build on them?
 
I liked the malakim before they got overly nerfed. they were certainly too powerful, but I think vehem was too overzealous with balancing, and they're too weak now.
 
I prefer to play the malakim, and since Fall Further is going through a rebuild right now I thought it might be appropriate to discuss Malakim gameplay.

1. Malakim's love/hate relationship with the desert. I've played FFH, Orbis, FF, and FF+ and all take a slightly different approach to the way the Malakim interact with the desert. I'm concerned particularly with the economy, as desert unit bonuses seem to be mostly in line (more on that later). The big question I have is whether the Malakim's desert bonuses should be high enough for a malakim player to want to scorch every bit of land in their territory and whether the desert bonuses should come in the form of food or commerce. I mostly like the way FF handles this, because the time it takes for a sit to grow into a gathering offsets the inherent advantage the Malakim get from not having to worry about other civs settling early into their desert territory.

One post I read noted that every historically desert dwelling civ was actually a river civ (or nomadic I would add). What do people think about giving the malakim higher bonuses on floodplains, reducing their ability to get bonuses from plain desert tiles (perhaps by limiting the sit to one level below gathering), and increasing bonuses for inter city and especially inter civilization commerce to simulate the silk road effect. The last part in particular would work to make the malakim the first civ ever that could focus on trade and commerce as its primary means of gold production and would force them to be much more careful in their diplomacy (which would offset some of their powerful offensive abilities). A Malakim economy would be built around food generated from floodplains, production from specialists and some mining, and mid to late game commerce from trade routes. Mines and towns would be downplayed, and the Malakim as a people would become focused on farming, aristocracy, and practical engineering/wonder building. This would of course require scorched land near rivers to become floodplains, but it should be possible to offset this in other civs so that everyone doesn't go around scorching all the rivers. Perhaps some bonus or unique building that could be placed on or near the oasis would also fit (maybe only make fully grown Bedouin gatherings possible near the oasis, but with 3 food instead of 2).

I've recently tweaked them a bit more in FFPlus... Now that I can easily set a distance requirement between improvements, you can not build Bedouin Sits within one plot of any other Bedouin improvement.In compensation, they gain 30% :food: from trade, in addition to the +15% :commerce: they already had... I always picture desert civilizations as being merchants, so trading for your food as well as commerce is appropriate.

I'm also thinking of removing the block on building Bedouin Sits on Floodplains. Not going to have as many of the things, so it might be something to consider....

2. Desert bonuses and combat. I question this primarily because the Malakim are strongly good aligned and all that destruction seems counter to that morality and secondly because the ease with which territory can be scorched allows a malakim offense to quickly devastate an opponent's land. A stack with a decent number of adepts with scorch can turn 6-9 tiles into desert every turn.. one move out, scorch, pick up desert movement bonus, return to stack. Not only is this very very destructive to an opponent's economy, it also lets the malakim take their desert bonus with them everywhere. This makes for fun and unique gameplay, but it seems very antithetical to the good nature of the Malakim. One way I can think of to offset this would be to make scorching land make one become slightly more evil and/or raise the Armageddon counter. To offset THIS, the malakim could perform some sort of small production value cleansing ritual that would restore a portion of their goodness. This would allow the malakim to be very destructive during times of war, but without a considerable amount of time dedicated to reparation the civ could be come neutral or evil. If this mechanic was implemented I believe only the Malakim should be able to perform the cleansing ritual. Other civs wanting to scorch land could offset it by using vitalize to improve other bits of landscape and gain a bit of goodness at the same time.

Hmm.... Not a bad idea. Not sure if I'll use it or not, but it would be interesting.

3. Lightbringers. I love the unit but I'm not sure that its appropriate that it can become so powerful that the malakim player has no reason to ever build adepts. I'm not sure if I'd want to do anything differently here, except perhaps that lightbringers should only be able to promote along the disciple line.

4. As I understand it, the Malakim are by intent a strongly religious civ that is rather lost at sea until it discovers honor and adopts Empyrian. I would love to see some more affinity between Empyrian (or at least honor) and the Malakim. This could probably be done by providing some unique religious units that are Malakim only and require Empyrian. I think a Malakim player should be creating very powerful religious units, perhaps with sun affinity, rather than knock em dead mages. I see their level of fervency somewhat below that of the Elohim or Bannor but well above that of most other civs.

I probably have some other ideas kicking around but I'd like to hear your thoughts.

Personally, I think there's quite a bit of affinity already... But a bit more couldn't hurt. :lol: Could do a UU line for them that adds sun affinity, and reduces the level required to become a Luridus?

I prefer getting rid of Lightbringers as a seperate unit and making it an Ecclesiastic or Vicar UU.

(Being able to upgrade to recon or arcane units is the result of being able to upgrade to Savants or Disciples of the Leaves.)

I suppose it would probably be too much to make Lightbringers an Empyrean disciple that doesn't require the Honor tech or the Empyrean to have been founded yet (thus allowing the Malakim to found the religion early) right? What about making Lightbringers Ecclesiastics that start with Perfect Sight and don't require temples to build? What about giving them access to Sun Magic?

I think the Malakim connection to deserts could be better represented by making all Malakim disciple units gain a new "ascetic" promotion while in the desert, which could act like another potency promotion, boosting their spells and xp gain. The Malakim don't just dwell in deserts for the hell of it, they are dominated by the desert fathers who go there to grow closer to the divine.

Lorewise I don't see any real connection between the Malakim and Floodplains. They do however center around Oases. Perhaps the Oasis feature should give them extra yields, and only they should be able to build on them?

I like the Ascetic promotion....

And in FFPlus, they already gain 1 :food: 1 :commerce: from Oases, can build on them (So can everyone, but the change affects them the most), and can actually create them using a spell called "Lugus' Gift". Sacrifices the caster (Any arcane unit) to create an Oasis so long as there is no Oasis within 5 tiles, and all tiles immediately surrounding it are either Desert, Coast, or Ocean. ;)
 
On the topic of Malakim offense. As they're good, they "shouldnt" attack respectable targets. But who cant justify some scorched earth against demons, orcs or humans hellbent on sending everyone else to a hell or similar?
 
Lorewise I don't see any real connection between the Malakim and Floodplains. They do however center around Oases. Perhaps the Oasis feature should give them extra yields, and only they should be able to build on them?

Sounds interesting. I'm afraid I know very little of the lore, aside from what is in the pedia. Focusing on improvements around oases sounds interesting but there's the problem of maps either not generating enough desert or enough oases in desert to make this very worthwhile. On the other hand it would help push the Malakim player to build cities in areas of desert that would be completely worthless to any other player, but even this would require some other changes in order to balance production ability.

And in FFPlus, they already gain 1 1 from Oases, can build on them (So can everyone, but the change affects them the most), and can actually create them using a spell called "Lugus' Gift". Sacrifices the caster (Any arcane unit) to create an Oasis so long as there is no Oasis within 5 tiles, and all tiles immediately surrounding it are either Desert, Coast, or Ocean.

Just saw this. I wasn't even aware of Lugus' gift.

I'd be more in favour of giving scorch a 5 turn cast time, and have it burn a 3x3 area at once, when it finishes.

The ease with which terraforming can be done is a bit problematic because it is both an economic tool and can be used as a weapon. Adjusting the time and radius of a scorch as you suggest would mean: no pinpoint scorching for economic purposes; an attacking stack would have to wait 5 turns on the caster while the scorch was cast. Personally I think it would negatively change the way I play the malakim and I can't think of any lore reason why (maybe a lesser) scorch couldn't be done on a single tile. I was considering a slightly different mechanic though.. a single turn casting time, but a delay of several turns before the tile switches to desert and, if the tile is outside malakim borders or perhaps isn't being worked or occupied by malakim units it will return to its original state over time. This mechanic could work similarly for other civs like the lizards and elves who prefer certain terrain types. It would also allow the differentiation between a military scorch, which could be a higher level spell but happen immediately, and en economic scorch that would take several turns to occur but could be done at lower levels (lesser and greater scorch perhaps?). The greater scorch could be a ranged attack that did collateral damage and switched the terrain type to desert and would be either a tier 2 or 3 spell depending on the damage.

I've recently tweaked them a bit more in FFPlus... Now that I can easily set a distance requirement between improvements, you can not build Bedouin Sits within one plot of any other Bedouin improvement.In compensation, they gain 30% from trade, in addition to the +15% they already had... I always picture desert civilizations as being merchants, so trading for your food as well as commerce is appropriate.

I played FF+ until I found the "malakim can't build on floodplains" bug and then went back to FF. If you've fixed that (I posted a savegame demonstrating it in your bug thread) I'll check out your changes. I'd really love to see a civ that focuses on trade enhancing buildings rather than getting their commerce through terrain imrovements, and I can't think of a better civ for this than a desert dwelling one. Deserts are big and hard to cross, so a civ that is able to get your goods across the desert (i.e. the silk road) can make a huge amount of money. Secondly, the desert is inherently virtually useless for living, farming, and producing. Making the malakim able to get comparable benefits from desert that other civs can get from normal terrain is one way to make them desert dwelling, but it isn't that special as any other civ could come in an vitalize the desert (assuming vitalize is allowed to convert from desert up to plains and grasslands). In addition many terrain enhancements don't appear on desert tiles. Even as a proof of concept I'd be interested to see the malakim focused primarily on inter city trade for commerce generation, floodplains and oases for food production, and specialists for production. I didn't initially find the extra desert hammer distasteful, but the idea that the malakim can mine a sand dune as well as another civ can mine a hill seems silly (or conversely that other civs can't effectively mine a rocky hill covered in sand). While I don't currently play them as such, the malakim scream specialist economy to me.
 
I have fixed that bug for the next version, actually... Was a silly mistake, but a pain to find. :lol:

Was caused by a partial merge of FF's '+1 :hammers: on desert' change. I didn't merge the hammers, but didn't noticed that I DID merge the '-1 :hammers: on flood plains'... Which left flood plains with negative hammers, blocking any construction on them.

As for buildings generating commerce effects.... What I REALLY want is a way to tie trade income to buildings. Rather than just a +% :commerce:, I want to be able to set the type of income, so I can allow food income based on the number of desert tiles around the city... Should make desert desirable. Getting closer to being able to do it, as well. ;)
 
Actually there're unique religious units, Lightbringers. And I like how they may become many different units, the mechanics is really nice. I am not sure about orienting a civ to a specific religion, FFH is mainly about a choice, but some synergy may be good.

I really like lightbringers too for those reasons, but I feel their utility in the arcane promotion path makes the malakim on par or better than the magic oriented civs. This doesn't make much sense to me, even though it is fun to play. Scorching land to desert, summoning a sand lion when I have 3 or 4 sun nodes using a mage (former lightbringer) with movement and damage bonuses for summons gives me a high powered summon in the early to mid game that is summonable by a mage that can be made in the time it takes to build a lightbringer plus one turn for the mage promotion. I've walked a smallish stack with 4 or 5 such mages into the middle of an opponent's territory and been in range of 3 or 4 cities with the sand lions and thus able to sit on a desert hill while bombarding whichever city is weakest until they all fall.
 
As for buildings generating commerce effects.... What I REALLY want is a way to tie trade income to buildings. Rather than just a +% , I want to be able to set the type of income, so I can allow food income based on the number of desert tiles around the city... Should make desert desirable. Getting closer to being able to do it, as well.

This is exciting! :goodjob:

I was picturing the malakim having similar trading abilities to a coastal civ that focused on trade route enhancing wonders combined with bonus trade % providing buildings, but it may just be a simpler mechanic to do what you're working on.
 
I agree, for me the desert for malakim should be like a sea for Lanun. Well, not so much food, but separated by 1-2 tiles special improvements should make it more valuable than other land.
 
Sits suck BALLS right now. They cost gold to build and take longer to build than cottages, take longer to mature than cottages, are less productive than plains cottages for the first two levels, comparable on the third, and have no town equivalent. And non-riverside plains cottages are hardly a top tier improvement.

Since a 1 hammer base tile is pretty pathetic, sits are most of how the Malakim currently try to get stuff out of desert (they can build a handful of oases but not enough to really matter), and... it doesn't work. The malakim economy sucks in desert. They want to spring it.

This needs to be fixed first before anything else. The scorch spamming an enemy trick is only any good for sand lions because warring to cripple an empire is inefficient compared to conquest, and you want to be left with productive land.

Valkrionn, you have buffed roads for the Malakim in FF+, right? I think something more can be done with this. Could the malakim be given a road that grows in desert, either randomly or cottage style? It could start out like a normal road, be given an extra commerce or two at stage 2, be given an extra move or two at stage 3 by cribbing and modifying the code for railroads in BtS, maybe get some extra yields with that... the later stages could only be traversable by malakim, just like only lizards can use their trails, to screw with commando whores. Sits could be left as is. They'd still suck in a vacuum but would be able to coexist with a powerful improvement that's desert only.
 
This is copy-and-pasted from a similar thread in the fall further + forum for the sake of discussion:

I propose (these include the one hammer from the desert tile):

Level 1: 1:food:, 1:hammers:, 1:commerce:
Level 2: 1:food:, 1:hammers:, 2:commerce: (3:commerce: with taxation)
Level 3: 2:food:, 1:hammers:, 3:commerce: (4:commerce: with taxation)
Level 4: 2:food:, 1:hammers:, 4:commerce: (5:commerce: with taxation), 1 prophet :gp:, 1 prophet specialist (with a national wonder, malakim only).

I think it's a simpler solution and still rather thematic. Automating workers also wouldn't immediately confound its efficiency (since the player wouldn't have to micromanage where to build the sits to get the most per city).
 
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