Valkrionn
The Hamster King
Now that it's been found out via the wiki anyway, may as well describe the changes we made for this modcomp.
Overflow Production is a modcomp by Denev, allowing extra hammers to be used for completing more items; If you have 100 hammers, and Warriors cost 25, you can build 4 of them in one turn. Same thing applies for buildings, and rituals.
Obviously, it's quite strong. I decided it was too strong to be a global mechanic (think of the D'tesh or Infernals with it ), so I've tied it to traits; A few specific leaders will end up with it, but the only two Civilizations to receive it are the Clan of Embers and their relatives, the Bannor. Both have a heavy military focus, both have the same origin, so I feel it helps make both more flavorful and tie them together in the lore, even while they still play differently.
The Bannor have received no boosts or modifications for it; They simply gain use of the mechanic. Up to the player to earn enough hammers to make use of it.
The Clan, however, have been adapted for it... First off, they have lost the Warrens. Extra units are no longer free (but also no longer weakened); You must have the hammers for them. However, they have gained the Agoge, available at the same time (warrens renamed/redesigned, basically); This building grants +40% Military Production. This, coupled with the already low costs of their UU's, allows you to make use of the mechanic fairly early... And by late game, you can expect to produce 3-4 units a turn in the AVERAGE city.
Overall, it's a bit of an early game nerf for the clan, and a mid-late game boost. Which is something I'm fine with; It's been in, and tested, for a few months now, so it's safe to say it's working fine.
The name "Agoge", by the way, actually comes from Sparta. It's the name of the Creche building Spartan males were raised in. Which is fairly descriptive of what I was picturing when I redesigned it.
Overflow Production is a modcomp by Denev, allowing extra hammers to be used for completing more items; If you have 100 hammers, and Warriors cost 25, you can build 4 of them in one turn. Same thing applies for buildings, and rituals.
Obviously, it's quite strong. I decided it was too strong to be a global mechanic (think of the D'tesh or Infernals with it ), so I've tied it to traits; A few specific leaders will end up with it, but the only two Civilizations to receive it are the Clan of Embers and their relatives, the Bannor. Both have a heavy military focus, both have the same origin, so I feel it helps make both more flavorful and tie them together in the lore, even while they still play differently.
The Bannor have received no boosts or modifications for it; They simply gain use of the mechanic. Up to the player to earn enough hammers to make use of it.
The Clan, however, have been adapted for it... First off, they have lost the Warrens. Extra units are no longer free (but also no longer weakened); You must have the hammers for them. However, they have gained the Agoge, available at the same time (warrens renamed/redesigned, basically); This building grants +40% Military Production. This, coupled with the already low costs of their UU's, allows you to make use of the mechanic fairly early... And by late game, you can expect to produce 3-4 units a turn in the AVERAGE city.
Overall, it's a bit of an early game nerf for the clan, and a mid-late game boost. Which is something I'm fine with; It's been in, and tested, for a few months now, so it's safe to say it's working fine.
The name "Agoge", by the way, actually comes from Sparta. It's the name of the Creche building Spartan males were raised in. Which is fairly descriptive of what I was picturing when I redesigned it.