RifE 1.20 Ideas, Requests, and Feedback

Also, I'd like to see who you all think will be getting this tag. We have pretty firm plans already (and those of you who know, not a word! :lol:), but sometimes we get good ideas from all of you so I want to see what you come up with. ;)

I guess it's always possible that the Industrious trait will be given this ability and all leaders with it will be able to do this.

If this will be a new trait (or added to the civ traits of some civs), then one civ that definitely won't get it is the Kahdi, since I remember you said you were going to get rid of them. (At least, I think that's what you said). Probably not the Frozen, Infernals, or Mercurians either. I doubt it was the Clan of Embers, since you said you picked the civ pretty much at random and you probably wouldn't pick a civ that would really be getting this mechanic. I know there was an overhaul of the D'Teshi recently, so I'm guessing it's not them.

I tend to doubt that any of the barbarian civs or arcane civs or civs like the Dural (culture-focused civs) would get it. That would seem to rule out the Archos, Chislev, Amurites, Sheaim, Sidar, Dural, and Doviello, and maybe others.

The idea behind it seems to be mass production, or at least heavily-Industrious. So the two civs that come to mind are the Khazad and the Mechanos. Maybe the Luchuirp as well, if it's the golems doing the production.

So those are my three potential guesses: Khazad, Mechanos, Luchuirp. Of course, those are lore-focused guesses. Should I be guessing based on which civs don't have any special mechanics instead?
 
One more request: in some mod for vanilla, I've seen specialist pitures stacking (5 priests were replaced by a pic of priest with a tick, 10 priests - by a pic of priest with two ticks, etc), which made city interface much neater (when I went for Luonnotar Victory, I had about 15 priests in single city). Is it possible to implement this feature?

That's part of the BUG mod (or any mod that includes it)
 
Well, the trait info says somethin about +3 max cities, and only one civ has city limits (I think) but lore-wise, it makes no sense for them to have the multiproduction, so yeah....
 
Well, the trait info says somethin about +3 max cities, and only one civ has city limits (I think) but lore-wise, it makes no sense for them to have the multiproduction, so yeah....

He said he randomly selected the trait and civ- so Sprawling was copied because it was a convenient trait, not because it would be the Kuriotates.

Actually, that might be a reason for it to not be the Kuriotates, for the same reason I doubt it's the Clan of Embers.
 
Kuriotates, Bezeri, Clan of Embers, and Jotnar would be my guesses. The name makes it hard because if the trait name is something like Slaver or Egalitarian you can instantly narrow down who's likely to get it by matching the adjective/noun against the lore. The +:) is a little helpful, which I am using to rule out Legion of D'tesh (anyone evil, for that matter, but D'tesh sprang to mind right away).
 
What about that long intended Mechanos leader? He was supposed to gain fallow at some point, the production fits the Mechanos, he was going to have some other mechanic though, so maybe not him.
 
As I said in the first post, the +Happiness and City Limit tags in the trait are artifacts. Didn't remove them when I cloned the trait from Sprawling, which I used because the tag itself (just the trait work, the rest was a mod by Denev) was cloned from Sprawling. :lol:

I will say this: Of the guesses, two are partially correct. Which posts, or which parts of the posts, I won't specify. :mischief:

Edit: And yes, Kahdi will be 'gone' as soon as Grey Fox is done with Field Marshals. Kahd himself will remain as an Amurite-specific event, one option of which makes him a Field Marshal for your civ. This is the only option in which he will be able to have something like the 'redemption' spells.
 
So out of the list below, two items are partially correct? Or are you counting all of my guesses as to who won't get the trait as well?

  • Industrious Trait
  • Khazad
  • Mechanos (one of their leaders, evidently)
  • Luchuirp
  • Kuriotates
  • Bezeri
  • Clan of Embers
  • Jotnar

I think the Mechanos are probably one, specifically the leader Swinkscalibur talked about.
 
Bright day
I just finished a MP RifE game as Malakim. I lost rather badly to my brother's Jotuns as there were peaks near most of my cities and he parked his invading armies on top of them spamming me with fireballs and then wooping down for the kill with his 20+ strength giants.

And I have no idea what I could have done differently. I could have forced him to battle by marching against his cities, but I was bleeding units right and left, so I have come off from the game that allowing movement on peaks for Giants is rather... strong.
 
Actually, YOU could have been walking on peaks as well. Check out the 'Mountaineer' promotion. ;)

Khazad/Jotnar start with that ability, but everyone is able to get it. Promotion requires either: Guerrilla 2 (RoK) or Guerrilla 1 and another promo... Not sure which off the top of my head.

Guerilla 1 and Drill 3. So unless I am RoK it is level 6 at the earliest, which may be problem to obtain in large quantities. With RoK it is level 4 unit, which can be massproduced given a large amount of time. Seeing as the late Jotun unitx can have up to 30 points of defense you need both a mass of artillery- to bring the giants to the point where you have a chance- and mass of mountaineers as odds will still favour the giants.
 
If we're only talking about the multiple production mod (which I found was a blast in RoM/AND), the question is who gets a ridiculous amount of production in their cities (either Elves with FoL, Khazad, Kuriotates, any fallow) and who benefits from mass producing cheap units (D'Tesh no xp Death affinity warriors seem to stand out, though there could be others)?
 
You neglect the fact that any civ using it could easily be tweaked around it; Cheaper UU's, units that don't Obsolete, and so on.

To be clear... The D'tesh will NEVER get the ability, nor will the Frozen or Infernals. The Elves won't either, as it doesn't fit their flavor. Won't say one way or the other for any other civ, as there could be future leaders with it. ;)
 
Not D'Tesh, Frozen, or Infernals or Elves. That's something to go on. But if you're leaving the door open to completely changing how a civ plays as part of adding this trait, we don't really have a fair chance of guessing, right?
 
Can we get a game option to disable the White Hand religion (like the other disable religion options)? That would be hot.

Not that I have anything against the White Hand, I just don't necessarily want it in ALL my games.
 
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