RifE 1.20 Ideas, Requests, and Feedback

Prehaps sea turtles as a production resource of coastal squares (think using sea turtles like cattle:lol: ).
 
To make slavery a little more interesting, perhaps a "Overseer" unit could be worth considering; available to civs with the Slavery civic, it would essentially be a commander restricted to only Slave units, increasing their workrate and decreasing chances of the slaves escaping. (Maybe even reduce the slaves' native workrate to the point where they'd need this unit to at all be effective?)

Perhaps something similar for regular workers, as well?
 
To make slavery a little more interesting, perhaps a "Overseer" unit could be worth considering; available to civs with the Slavery civic, it would essentially be a commander restricted to only Slave units, increasing their workrate and decreasing chances of the slaves escaping. (Maybe even reduce the slaves' native workrate to the point where they'd need this unit to at all be effective?)

Perhaps something similar for regular workers, as well?

Oooh... I actually like that quite a bit. :goodjob:
 
Oooh... I actually like that quite a bit. :goodjob:

It's one of the first things I thought of when I first saw the new Commanders, actually (I wonder what that says about me, really... :lol:).
 
Alright, here are my current resource ideas...


  1. Coal
    • Coal + Iron = Steel, the new tier 3 metal. Mithril will be bumped up a tier, and made stronger and more rare.
  2. Stone
    • Used to increase building speed.
  3. Potato
    • Want some more Farm resources, mainly.
  4. Lemon
    • We don't actually have any fruits, after all.
  5. Olives
  6. Apple
    • Ditto for both of these.
  7. Duskwood
    • Increases building speed, provides extra strength to Archery units.
  8. Hemlock
    • Adds extra strength to Recon units.

And some possible resources...


  1. Tea
    • Luxury
      • Not sure we need this, I just like Tea. :lol:
  2. Salt
    • Increases food saved after growth
      • Not sure this one is possible, or it would be in the first list.
  3. Spices
    • Desert resource, as they only have Incense, Gold, and I believe Reagents. (And Camels if you're Malakim)
      • This would essentially be another commerce resource, like all other desert resources. Main reason it's only a 'possible'.
  4. Silver
    • Luxury
      • Again, not needed, but we do have gold, might as well have silver. :p
 
Coal + Iron = Steel, the new tier 3 metal. Mithril will be bumped up a tier, and made stronger and more rare.

In what way is this different form the current Mithril?

I mean, by the time I have Mithril, I'll probably have iron anyway, so I'll only be looking for coal. Unless there is another step, you might as well rename mithril and call it a day.

It sounds like a good idea, even it it is functionally only the same as renaming mithril. If you do keep mithril as a tier four metal, please don't make it standard issue for free. Something like the equipment promotions would be good.
 
The resource ideas sound cool.

Of the above list, who else would like coal, for non-Steel purposes? Mechanos maybe get something special out of it at Steam Power, perhaps?

I am sure there's a Hemlock joke somehow possible at the advent of Philosophy, where you could get a free Great Sage who has to pop himself for a lightbulb whether you want to or not... heh.

But also a comment, that Salt idea, if it's workable, is pretty smart. Maybe it could simply cut the build time by 15% on something like the Smokehouse building? Much like how lots of units (Scion in particular) go faster if you have Ivory, Silk, other frilly stuff? Granted that a smoking process is not the same as salting, but you get the picture, it makes storing meats easier.
 
Really cool ideas, especially potatos :yumyum: and steel!

What about something like garlic (luxury resource), to :mad: those darn vampires? Or, perhaps, the most delicious food of all: watermelon!
 
Garlic should not repel FfH Vampires.



Our Vampires are different. They are living humans who use a dark ritual to consume the souls of the victims they murder, in order to unnaturally extend their life, preserve their youth, and enhance their strength. (It is often stated that a vampire's cunning is his most dangerous attribute, but I don't think that is actually enhanced by anything other than centuries of experience without the memory problems associated with aging. It may also be due to vampires only sharing their ritual with those who have already proven to have such qualities as intelligence, determination, and subtlety, as they want capable vassals who know how to manipulate people and keep the dark gift a secret.) A single victim can keep a vampire well preserved for 20 or 30 years (I tend to think it basically adds how long the victim would have lasted until dying of natural causes to the vampire's life), so they don't really need to feed often. Many come to enjoy their feasts and extra strength though, and so many feed far more often than that just out of gluttony. Some enjoy drinking blood or indulge in cannibalism, but it is really not necessary. Most prefer more traditional feasts, and orgies of course.

They are quite mortal and vulnerable to the same injuries as any other human, but are quite strong and heal quickly when they have been consuming enough souls recently. Crosses, garlic, and holy water are completely useless, and sunlight is not lethal (at least unless exposed in such levels as could give a normal human deadly sunburn too). Direct sunlight is however very painful, and drains them of their extra strength. That doesn't mean they would be particularly weak, just not superhumanly strong. The typical vanity found in vampires means many of them exercise and train quite a bit and so would still be stronger than the average man, provided they can ignore the distraction of the pain.


This is described as a punishment inflicted by Lugus, God of Light, on Alexis and her followers for killing and consuming the soul of her first victim, an Acolyte of Lugus named Lanthis. I do not believe that revenge is in the nature of the god of light, truth, revelation, and epiphanies, and so conclude that this curse is really just the power of Lugus augmenting their usually depraved conscious (perhaps making them feel the same way their victims did as they lost their souls) with the clear goal that this would make them regret their actions and repent. I consider Lugus to be as forgiving and welcoming to the repentant as Sirona is, but he is also very strict and careful to test that the repentance is genuine before forgiving, unlike Sirona who freely offers forgiveness to the unrepentant and undeserving in hopes that it will encourage them to repent. The Sun sphere sees punishment as a part of a criminal's rehabilitation, whereas the Law sphere sees the damnation of an individual criminal as necessary in order to instill all the other members of a society with a fear of what would happen if one follows the bad example, and the Spirit sphere sees punishment as counterproductive, as sinners who fear punishment are less likely to confess their sins and make amends with those who would harm them for their past crimes, and so continue to compound their sins in order to avoid their just deserts. I'm pretty confident that the curse would be removed from any (ex-)vampire who stopped using the ritual and sought to serve the good, although it would likely linger so long as they drew some benefit from the ritual. That may mean that older vampires who are long past the point where their bodies can be sustained by purely natural means would have to allow themselves to wither and die of "starvation" in order to find redemption in the next life, but young vampires who have only murdered once or twice could just endure the pain for a few decades and then live the rest of their lives in peace and happiness. The temptation, memories, and regrets remain, but Lugus sees these as useful tools to make an individual understand the big picture, to know how to recognize right from wrong, to grow as a person, and to help lead others to salvation.


Kael has stated that in at least one of his D&D Campaigns a player asked if he could stock up on Garlic (and maybe Crosses and Holy Water too) before heading off to fight a vampire lord. Kael said "sure, why not," so the player focused entirely on these trinkets and was rather upset when Kael finally revealed, after the battle started, that such things are entirely useless against the vampires of Erebus.
 
In what way is this different form the current Mithril?

I mean, by the time I have Mithril, I'll probably have iron anyway, so I'll only be looking for coal. Unless there is another step, you might as well rename mithril and call it a day.

It sounds like a good idea, even it it is functionally only the same as renaming mithril. If you do keep mithril as a tier four metal, please don't make it standard issue for free. Something like the equipment promotions would be good.

Mostly the fact that you'd have to refine it, IE, build a building that removes coal and Iron, and provides Steel. Then Mithril can be made very strong, rare, and limited.

The resource ideas sound cool.

Of the above list, who else would like coal, for non-Steel purposes? Mechanos maybe get something special out of it at Steam Power, perhaps?

I am sure there's a Hemlock joke somehow possible at the advent of Philosophy, where you could get a free Great Sage who has to pop himself for a lightbulb whether you want to or not... heh.

But also a comment, that Salt idea, if it's workable, is pretty smart. Maybe it could simply cut the build time by 15% on something like the Smokehouse building? Much like how lots of units (Scion in particular) go faster if you have Ivory, Silk, other frilly stuff? Granted that a smoking process is not the same as salting, but you get the picture, it makes storing meats easier.

Well, they'll need it for railroads at the least.

As for salt... I'm fairly sure it IS possible, I just haven't checked.

Really cool ideas, especially potatos :yumyum: and steel!

What about something like garlic (luxury resource), to :mad: those darn vampires? Or, perhaps, the most delicious food of all: watermelon!

Neither of those have graphics, or I'd at least add Watermelon. :lol:
 
maybe make weapons from silver - keep units base attack and def but adds bonus versus undead. It should be bought in blacksmith and remove bronze/iron weapon promotion if the unit has it.

example :

warrior - base strenght : 3
warrior + bronze weapon : 4
warrior + iron weapon : 5
warrior + silver weapon : 3 + x% vs undead
 
you should check the starting position generating process.

out of the last 10 maps i created 9 were unplayable.
pure plains starts either with no food or max 1 sheep or no luxury resource within a hundred fields around the capital. i lost all of those games being steamrolled by some aggressive neighbour who came with more units than i couldve built in this time. thanks to their 75% upgrade discount those units werent warriors but archers.

i had no commerce, no production, no food and no happycap beyond 5 or 6 in all games except the one where i started next to patria, yggdrasil and loads of ressources and my neighbours started without any ressources
 
@Pohlmann: it depends on the mapscript more than on the mod. Which mapscript did you use?
 
Even with blessings? Looks either like bad luck or bug... or did you set up a custom game with more players than usual? It could be why you got crap.
 
no.
standard settings.

one game i started with 4 cows and 1 horse in pure plains and hills with only ivory 20 fields away and gems another 10 further away. but try to reach mining + hunting without any commerce boost in a reasonable time with hippus. u just cant.

the next time i started with 1 sheep and 2 times forest silk in pure plains. growing from pop 3 to 4 took 15 turns. went for cottages to at least have some prod and commerce. lead to having 3 cities in 110 turns and 10 warriors. when mechanos came with 15 archers.

another time i started with really nothing. 1 pig 10 fields away, the settler started on a hilltop so i could see about 100 fields in turn 1 and there were at least 95 fields plains 1 cow 1 pig 1 time cotton and that was it

etc etc...
 
What? Four cows? Huh, that sounds good to me.

But I may be biased since I nearly only play Orbis which has a very different tech tree. I daresay way better.
 
What? Four cows? Huh, that sounds good to me.

But I may be biased since I nearly only play Orbis which has a very different tech tree. I daresay way better.

yes. i found this one awesome aswell at first. but now imagine u started with agriculture and teched for animal husbandry. 20 turns gone.

now u tech for ancient charts. another 20 turns gone. then u go for mysticism/ education ~40 turns to finally have some science output.

so 70-90 turns are gone and u still have a happycap of 5, no commerce but u can produce a settler +3 warriors in 6 turns but dont have any gold for city maintenance.

then you can build cottages on plains/ use elder council for a sage and run out of food in all other cities at pop 3 or max 4 because every field has a food deficit unless u place a pasture on it.

120 turns gone and science goes up to whooping 30 beakers. mining researched. happycap goes up to 6.

140 turns: science output is at 50. still only having warriors. calabim show up with 20 warriors.

game over

p.s.: normally i win almost every game
 
also concerning the new thread with illians and seeing the wilboman icon being used for frostkin, why not grant wilboman those promotions, make religious law or fanaticism also a requirement and have a new nice giant on illian's side?
 
But also a comment, that Salt idea, if it's workable, is pretty smart. Maybe it could simply cut the build time by 15% on something like the Smokehouse building? Much like how lots of units (Scion in particular) go faster if you have Ivory, Silk, other frilly stuff? Granted that a smoking process is not the same as salting, but you get the picture, it makes storing meats easier.

I wonder if instead of making a smoke house build faster (that is what the stone resource is for right?) could salt make Smokehouse more effective. 30% food savings instead of 20%
 
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