RifE 1.20 Ideas, Requests, and Feedback

That would be far to much of a nerf.

It would be nice if they could built some improvements on peaks though.
 
They could only be able to build their cities and perhaps dwarven mines on/in peaks.:)

Highly map-dependent, and I suspect it'd be too far toward 'flavor' rather than 'playability' for most people.

But it's what I'd like, too. :)
 
I'd also like to see dwarven fortress on peaks, but there is a graphical glitch. Maybe to fix that, the peak tile could be replaced with another peak tile but with the dwarven mine merged, so esencially, the peak would become another tile but with production/commerce bonus and a different graphic so you can see the mine.
 
The issue i see with this is that only a few races can access peaks so it would make those cities impossible (? Bet i'll be proved wrong here ?) for most races to attack.

If you said that a peak becomes accessible to all once it is a Dwarven city then thats OK, but it would mean that the natural choke points could be bypassed with creation of a dwarven city. But perhaps thats an interesting tactical development.

but overall I am all in favour of more flavour! - I would really like Ljosofar to have a special ranger unit that is slightly stronger than normal, but absolutley rock hard in forests, as i think that would fit them perfectly. Personally I never seem to get round to building the Flurry unit.
 
I've been finding that when I'm playing a civ that can get a religion, I pretty much always want to make RoK my state religion for long enough to build 5 or 6 SoK in order to build Dwarven Mines. Which, upon much reflection, suggests to me that they're overpowered. I think their economic benefits need to be scaled back (maybe no commerce bonuses at all). Or maybe even take away the ability for SoK to build them (Also, as they're a ginormous advantage for the Khazad). It just seems to me that if I can get 12 commerce from one tile, something's not right.

Separately, I think some reduction in the Jotnar child spawn/unit capture rates ought to be considered. I'm getting vastly more units than I can use (and that's even with leaving the fort commanders on my billion dwarven mines in place), which isn't completely useless, since you can leave them, with minimal upgrades in a city for production bonuses, but I think all those units are causing slowdown and CTDs. Or maybe it's the check for birth in each city.
 
Whereas I tend to go for RoK just long enough to get the Mines of Gal Dur and the early iron. I like getting that, then switching to Order to get some Crusaders with Iron weapons without having to go into massive research mode for Smelting and Iron Working.
 
I would like it if the dwarfen civs would be more dependet on peaks.
They could only be able to build their cities and perhaps dwarven mines on/in peaks.:)

Not likely to happen, particularly for cities; Too many art issues. Improvements will eventually come, just need to fix their art.
 
I'd also like to see dwarven fortress on peaks, but there is a graphical glitch. Maybe to fix that, the peak tile could be replaced with another peak tile but with the dwarven mine merged, so esencially, the peak would become another tile but with production/commerce bonus and a different graphic so you can see the mine.

Far easier to just take the improvement art and shift it down the Y axis, so it appears lower down. :p

The issue i see with this is that only a few races can access peaks so it would make those cities impossible (? Bet i'll be proved wrong here ?) for most races to attack.

If you said that a peak becomes accessible to all once it is a Dwarven city then thats OK, but it would mean that the natural choke points could be bypassed with creation of a dwarven city. But perhaps thats an interesting tactical development.

but overall I am all in favour of more flavour! - I would really like Ljosofar to have a special ranger unit that is slightly stronger than normal, but absolutley rock hard in forests, as i think that would fit them perfectly. Personally I never seem to get round to building the Flurry unit.

Look up the "Mountaineer" promotion. ;)

I've been finding that when I'm playing a civ that can get a religion, I pretty much always want to make RoK my state religion for long enough to build 5 or 6 SoK in order to build Dwarven Mines. Which, upon much reflection, suggests to me that they're overpowered. I think their economic benefits need to be scaled back (maybe no commerce bonuses at all). Or maybe even take away the ability for SoK to build them (Also, as they're a ginormous advantage for the Khazad). It just seems to me that if I can get 12 commerce from one tile, something's not right.

Separately, I think some reduction in the Jotnar child spawn/unit capture rates ought to be considered. I'm getting vastly more units than I can use (and that's even with leaving the fort commanders on my billion dwarven mines in place), which isn't completely useless, since you can leave them, with minimal upgrades in a city for production bonuses, but I think all those units are causing slowdown and CTDs. Or maybe it's the check for birth in each city.

Those yields have already been looked at... And RoK may or may not be losing them. Even if it doesn't, SoK will. :p

Jotnar will be redone, but for a small patch, not 1.3.
 
OK, then. What about adding a option in the option menu to auto-promote workers? I'd like to see that, as I hate looking for my slaves-workers just to add a promotion.
And also, an option to disable auto-hurrying buildings when you automate production, not remove it entirely as it is handy if you got a lot of cities, and to spend that gold that you don't use, but it is counter-productive with some civs, such as Khazad, (or slavery running fallow civs) as it depletes your vault (or pop).
And also you can add a check to the auto-hurry so it doesn't hurry and leave you with barely 100 gold (what if the next turn a money-event appears, and just because a city auto-hurried production you got no money?)
 
How about making the "hot summer/cold winter" events temporary/reversible? It's quite irritating when your fertile fields are permanently reduced to desolate desert and frozen tundra; I like to play with the wildmana option on so I can't always get the right mana required to cast spring and whatnot.
 
Speculating wildly, it would make more sense to move the ability to build dwarven mines to workers and only when RoK is your official religion. That would at least make you commit to the religion, for decent stretches of time, anyway.

I wouldn't mind having automated workers auto-promote, as long as they take the 'work faster' promos first. The AI's workers always seem to grab the defense upgrades, which aren't really enough to defend from much of anything, and hold back their ability to improve their territory. Though those promos do make Jotnar Thrall Militia surprisingly effective.

The other reason those events need a look at is that they seem to crush the AI. I can't count all the times I found a pathetic AI civ with 5 or six tundra around its capitol that obviously came from the winter event.
 
move the ability to build dwarven mines to workers and only when RoK is your official religion.

I would like to second this... Less flavour, but good balance, that way a some turns of RoK worship would be enough to get the Mines for Iron and build some D.mines on some selected tiles... Much better than building a bunch of SoK and be able to build them the whole game...

That said, D. Mines need a nerf... A serious one!
Heck, even a +1 :hammers: and free Fort Commander would be enough to make them much better than normal mines...
 
OK, then. What about adding a option in the option menu to auto-promote workers? I'd like to see that, as I hate looking for my slaves-workers just to add a promotion.
And also, an option to disable auto-hurrying buildings when you automate production, not remove it entirely as it is handy if you got a lot of cities, and to spend that gold that you don't use, but it is counter-productive with some civs, such as Khazad, (or slavery running fallow civs) as it depletes your vault (or pop).
And also you can add a check to the auto-hurry so it doesn't hurry and leave you with barely 100 gold (what if the next turn a money-event appears, and just because a city auto-hurried production you got no money?)

All good ideas; The Khazad will be less likely to hurry, though. Hell, they even run at low research if they have to in order to make money. New civ flavor. :goodjob:

How about making the "hot summer/cold winter" events temporary/reversible? It's quite irritating when your fertile fields are permanently reduced to desolate desert and frozen tundra; I like to play with the wildmana option on so I can't always get the right mana required to cast spring and whatnot.

I'll check on it.

Speculating wildly, it would make more sense to move the ability to build dwarven mines to workers and only when RoK is your official religion. That would at least make you commit to the religion, for decent stretches of time, anyway.

I wouldn't mind having automated workers auto-promote, as long as they take the 'work faster' promos first. The AI's workers always seem to grab the defense upgrades, which aren't really enough to defend from much of anything, and hold back their ability to improve their territory. Though those promos do make Jotnar Thrall Militia surprisingly effective.

The other reason those events need a look at is that they seem to crush the AI. I can't count all the times I found a pathetic AI civ with 5 or six tundra around its capitol that obviously came from the winter event.

That is exactly what's happening; Can asign build orders via promotion now (aside from roads). The only Worker UU's are now the Mud Golem and the Lizard Worker (combination of the Mazatl and Cualli units).

The worker upgrades have been changed.

I would like to second this... Less flavour, but good balance, that way a some turns of RoK worship would be enough to get the Mines for Iron and build some D.mines on some selected tiles... Much better than building a bunch of SoK and be able to build them the whole game...

That said, D. Mines need a nerf... A serious one!
Heck, even a +1 :hammers: and free Fort Commander would be enough to make them much better than normal mines...

They got a nerf.
 
Ok, here is another idea: what about the Dark council of the Scions?.
What if instead of being able to join the Undercouncil or Overcouncil, when Scions found the Dark council they switch to a unique civic in the membership slot?

Ah, and before I forget: There aren't any popups, when a council (under or overcouncil) members decide to declare war on you. Sometimes is easy to figure out that they decided to declare war (2 civs or more) but for most of the time, I just don't understand why that civ declared war on me. Can you make a popup for that?
Also, additional info for the approved options in the councils (So you can know if the overcouncil has approved global liberty, or the undercouncil secret codes)

EDIT: Um, and forbid foreigners from exploring lairs in your territory, I freaked out when a Scion scout explored my Broken Sepulter!
 
Ok, here is another idea: what about the Dark council of the Scions?.
What if instead of being able to join the Undercouncil or Overcouncil, when Scions found the Dark council they switch to a unique civic in the membership slot?

Ah, and before I forget: There aren't any popups, when a council (under or overcouncil) members decide to declare war on you. Sometimes is easy to figure out that they decided to declare war (2 civs or more) but for most of the time, I just don't understand why that civ declared war on me. Can you make a popup for that?
Also, additional info for the approved options in the councils (So you can know if the overcouncil has approved global liberty, or the undercouncil secret codes)

EDIT: Um, and forbid foreigners from exploring lairs in your territory, I freaked out when a Scion scout explored my Broken Sepulter!

As I see it the Dark Council is a completely different kind of council than the two council civis, it's not a supranational organisation in which nations of a certain alignment work together to advance their standing in Erebus but more of a national organization, similar to a "parliament", so a special civic doesn't really fit.
 
I'm not saying a supranational council, just as the Doviello has council of the wild, Scions can have a Dark Council, that could give, perhaps, more % of awakened?
 
Back
Top Bottom