RifE 1.20 Ideas, Requests, and Feedback

Hey heres my ideas how about a new civic? A hybrid economy that lets you sacrifice population or spend gold to finish production in a city, provides extra hammers for every couple of points of population in your cities but also increases anger and maintenance of said cities perhaps enabling it with the research of Taxation or Mercantilism? And I don't know if you're planning any new leaders but introduce a new trait Demonic, you start at peace with Agares with -10 research and you have a 20-30%? chance of units starting with the Demon promotion.

Probably not a civic like that, but as Opera said, they're being redone.

We're adding around 40 new leaders; Not planning for anything like a 'Demonic' trait, however, as that's something already possible through Ashen Veil.
 
Oh I played another mod called "Planetfall" which had a cool feature I think made sense and was great. When you unlocked a research pertaining to walls and defenses your cities which had a Garrison built I think it was gained a Bunker unit, which is a unit that looks and acts like a defensive building, its powerful, got great defense and a decent ranged attack but like Fort Commanders it couldn't leave the city and remains stationary.

Will anything like that for RiFE be considered like a watch tower or cannon tower for others?
 
/]rchon;9434551 said:
Oh I played another mod called "Planetfall" which had a cool feature I think made sense and was great. When you unlocked a research pertaining to walls and defenses your cities which had a Garrison built I think it was gained a Bunker unit, which is a unit that looks and acts like a defensive building, its powerful, got great defense and a decent ranged attack but like Fort Commanders it couldn't leave the city and remains stationary.

Will anything like that for RiFE be considered like a watch tower or cannon tower for others?

I think if the limiting of number of units per tile is introduced this would be a good idea to go along with that so cities arn't completely vulnerable.
 
Why not simply have the XUPT option also give all units a spell that allows them to sacrifice their ability to move in order to avoid the limit activate in cities only.

Something like:
Garrison
Decreases movement by 100% and removes it from the unit list

Ungarison
Undoes Garrison
 
Cities will have a modified limit, like twice as many or so. That will be configurable as well.
 
Why not simply have the XUPT option also give all units a spell that allows them to sacrifice their ability to move in order to avoid the limit activate in cities only.

Something like:
Garrison
Decreases movement by 100% and removes it from the unit list

Ungarison
Undoes Garrison

It would be a pain to teach to the AI. Most likely, they would leave their cities full of garrisoned units, or never garrison. And with XUPT it gives you the ability to turtle out of any war. Cities need to have more units, but not have stacks of defense.
 
Improvement "growth": should be restricted based on tech available. Citadels [of light] growing like shrooms while everyone still struggles to research mining is another uber-nonsense. In my recent game on Erebus Continent my cute neighbors Doviello have somehow acquired a fort with commander in it on turn 46 marathon WITH SCOUT and now it is steadily growing into citadel while blocking an exit from my starting small island-bulb with place for only 3 more towns on it. Citadel when everyone shall barely research crafting! Another sensible thing to do is to enable imp upgrades by workers working on their stoneworks. Resolves also that problem with forts outside of borders. And dont for the sanity's sake spam those [goblin] forts at the start of the game! Replace later-in-game barb city spawns (another Seedy uber-nonsense) with these forts and that be better - there was a complain nearby about forts adjacent to the starting capital.
 
Taiga: as someone had commented me on misunderstanding the word "feed" due to my self being non-native English speaker so shall i remark that the word "тайга" that was taken into Russian from Yakut refers to the "dense, impassable conifer forest".
 
Marine ice terrain could be split into "heavy ice", passable by all walking land units (except is for siege/wheeled/ultra-heavy) and impassable by navy, and "light ice" passable by naval and recon units, frost climat should spread light ice to prevent harbour troubles.
 
Taiga: as someone had commented me on misunderstanding the word "feed" due to my self being non-native English speaker so shall i remark that the word "тайга" that was taken into Russian from Yakut refers to the "dense, impassable conifer forest".
Taiga is also used to refer to a particular biome which fits that particular terrain.
 
Improvement "growth": should be restricted based on tech available. Citadels [of light] growing like shrooms while everyone still struggles to research mining is another uber-nonsense. In my recent game on Erebus Continent my cute neighbors Doviello have somehow acquired a fort with commander in it on turn 46 marathon WITH SCOUT and now it is steadily growing into citadel while blocking an exit from my starting small island-bulb with place for only 3 more towns on it. Citadel when everyone shall barely research crafting! Another sensible thing to do is to enable imp upgrades by workers working on their stoneworks. Resolves also that problem with forts outside of borders. And dont for the sanity's sake spam those [goblin] forts at the start of the game! Replace later-in-game barb city spawns (another Seedy uber-nonsense) with these forts and that be better - there was a complain nearby about forts adjacent to the starting capital.

That may be a good idea, but I'm not sure I like it. Btw: FlavorStart option (enabled by default) spawns forts in various places, meant to be ruins. Anyone is able to claim these, and the AI will do so now. It's not odd that the Doviello got one.

All barb improvements will be changing in a patch.

Taiga: as someone had commented me on misunderstanding the word "feed" due to my self being non-native English speaker so shall i remark that the word "тайга" that was taken into Russian from Yakut refers to the "dense, impassable conifer forest".

Taiga works as a descriptive term for the whole region as well, though yes, it's principle meaning refers to the forest it is named for.

Marine ice terrain could be split into "heavy ice", passable by all walking land units (except is for siege/wheeled/ultra-heavy) and impassable by navy, and "light ice" passable by naval and recon units, frost climat should spread light ice to prevent harbour troubles.

Not sure about that.
 
Apologies if this has been mentioned before.

When i explore tribal villages at the start of the game i sometime find that the reward given in the 1st village visited is then repeated in all subsequent villages. so if i get a tech, then i'll also get techs in all following villages. It feels like a bug but i guess it could just be the nature of randomness.
 
Version 1.3, with 1.31 coming soon.
 
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