Valkrionn
The Hamster King
Woops, you said Air. I even read Air. Not sure why I switched to Water there.
Aifon Isle is water, because the Aifons were the people of Danalin, god of Water
Tali is the god of the Hippus and the Austrin and possibly the Lanun. She is playful, and in the story where Mammon falls, she imitates a cloud and annoys him xD
EDIT: 1200th post
This will likely be done... Any suggestions you have, feel free to post. Haven't started it just yet.
Glad to hear that this is on the table. I'll share my attempt at a minimal rework. I think there's a case for a more thoroughgoing reconsideration than the following, but that would clearly take a lot more thought, testing, etc. I as stated, I think the biggest problems are with Arcane, Creative, Organized, Expansive, and Industrious, so I'll consider each in turn.
1. Arcane. One of rife's two joke traits; I don't think anyone will want to dispute that -50% on a building that many arcane players will skip completely for the Catacomb Libralus coupled with a very minor boost to leveling speed of arcane units is terrible. Even if its boost applied only to arcane units, Charismatic would still be much better. Along those lines, I would like to change the potency effect to instead lower the xp needed for promotions. This would have the important consequence of insuring that arcane players still benefit from xp gained through normal combat (especially nice for Amurites). I would also consider giving the mages another free promotion, as spiritual does. Mobility I or Spell Extension I might be reasonable choices.
The Arcane Trait still needs a little more flavor. My suggestion to to allow Arcane leaders to build Academies without a GS, much like Organized leaders can with Command Posts. The obvious prerequisite tech options are Arcane Lore or Strength of Will, but my preference is Guilds: its on an underused part of the tech tree and ensures that there's more to Arcane leaders then beelining up the mage tree. The cost should be pretty high to prevent this from being spammed in all cities too easily. It may be desirable to give Academies some Arcane-themed effect if this is adopted. (You could even have Academies grant potency to all Arcane units built in the city; this would make GS more desirable and flavorful for non-Arcane leaders, while Arcane leaders can't complain since they don't have to use a GS).
2. Expansive. With RifE's additions of a new healer specialist and , extra + resources, and attached to other specialsts, Erebus' citizens have never been healthier. Couple the consequent superfluousness of Expansive's +3 along with the fact the the settler bonus doesn't consider food used for production, and you've got a seriously up trait. I propose moving Creative's +2/city to Expansive (maybe move it down to +1), since its only real function is to pop borders quickly. I would also give +20% (random number; can be changed as balance demands) stored on city growth. The present bonuses can stay.
3. Creative. This is a tough one. There's no denying it's pathetic in its current form (heck, you don't even get half off Theatres), but sensible tweaks are hard to come by. What I'm using right now is +50% /city, with Theatre and Masquerade Theatre added to the discount list (the flat +2 is with Expansive, as stated above), but this isn't very satisfying. What I'd like is for cultural victory to be removed and for culture instead to provide + and economic bonuses that increase with a city's cultural level. Then Creative can have some kind of boost to those bonuses. But this is obviously a sweeping change and may not even be codable. Another possibility is to give Creative leaders some kind of bonus with the new guild system Valk is working on.
4. Organized. In practice it's just a (much) weaker version of financial. Its useless early game, and the savings continue to pale next to financial's boost even very late in the game. The Command Posts would be better if GC's weren't so plentiful. I suggest removing the -50% civic upkeep bonus (but not the command posts), and re-theming the trait to focus on training. Double production of Hunter's Hall, Training Yard, Jousting Tilt, Archery Range (and Siege Workshop? Maybe of the Master's buildings too?!). Training rates and limits (if codable) improved. GCs level up more quickly (and remove them from Charismatic). I get the feeling the training aspect of the game could use some polishing/buffing in general, and this remake fits this project. Maybe work equipment mechanics in somehow: grant reduced prices, or give new units a chance of stating with a random piece of equipment. Possibly rename the trait Martial or Disciplined. As a finishing touch, reduce unit supply costs somehow. The beauty of this is that it turns what would have been a useless trait for the AI into a rather solid one.
5. Industrious. I grant that this trait isn't as obviously broken as the above four, but it still doesn't work for me. With a few exceptions (nerf Guild of Hammers already!) wonders don't radically alter the course of the game, and that's as it should be. The fact that it doesn't affect national wonders and rituals suggests that this trait is supposed to revolve around winning wonder races, which I don't find appealing. I think want to change to a general building production boost ala Artisans Workshop: +10% , -10% unit production. This number may be too low, as indeed might the Artisan Workshop's: even ignoring the time value of production entirely, you have to invest 1,333 in buildings before it breaks even. I would also consider changing the worker boost to something more noticeable. The trait still seems too bland to me, more ideas are needed.
6. Other ideas. I think Charismatic should focus more on + and a little less on leveling units, though I don't have specific ideas. Ideally, Financial would be more about and less about , but given the usually prohibitive costs of rushing/upgrading units they amount to basically the same thing (read: ).
I put this here instead of bugs because it is probably how the game works, but I don't understand it.
As Goodreau/Grigori I am at war with Sidar/Koun.
I raze a city that was building The Baron. I see that during my turn the build in another Sidar city changes to The Baron.
As luck would have it, I have a small stack near this city too and raze it. The build of the Baron moves to yet another Sidar city.
My question is as this is a turn-based game, how can the AI make changes like this during my turn? Wouldn't it have to wait until my turn is finished to change its build queue?
Also, I am noticing some strange things in just about every game. I am playing at Monarch difficulty.
In this game Sidar/Koun declared war on me. I figured no problem as I had some strong Hunter Adventurers and the Three Stooges with a lot of XP.
I take them over to Sidar territory only to discover they have Strength 10 Champions WITH MITHRIL WEAPONS!
It was only Turn 226 in a Normal Speed game. Also, as mentioned, they were building the Baron which requires another advanced tech.
Yet, when the popup that shows tech ranking appears, I am listed as number one in tech.
It just seems that every game I run into some AI that is too advanced compared to the number of turns that have been played. In another game I ran into the Mechanos with Hand Gunners before Turn 200.
Maybe they are forgetting all other techs and beelining, but still some of these seem way too early.
I'm not sure when the AI updates it's production; I know the hammers are not applied until the next turn, however. It's possible that losing a city forces the AI to update it's build orders.
As for the techs... The AI actually has quite a bit of code telling it what to tech next (slightly buggy atm, but massively cleaned/optimized by Grey Fox; Make sure to thank him next version. ). Apparently it told them to get Mithril, though obviously they got some decent economy techs on the way or they couldn't have managed it that fast, while you didn't specialize in your techs. Left you in the lead, but them in a higher tier.