RifE 1.20 Ideas, Requests, and Feedback

so I can come to those conclusions :
- A land with swamps is forever ruined ?
- I can remove a swamp in WB with the improvement toolbox ?
is that right ?

thks GIR.
 
ok, I'll try that... when the amurites' worldspell will cease to be bothersome :D
 
i find enemy civs are dying fast to barbarians and animals. too fast. I like a game to last longer than 100 turns, so i usually have to boost my enemies in WorldBuilder. i give them bonuses and then give them walls and a few archers. Anything less and enemy civs die before the game gets going. I'm playing tiny maps, quick games on only warlord mode. Maybe i need to up the difficulty? would that make them heartier?
 
i find enemy civs are dying fast to barbarians and animals. too fast. I like a game to last longer than 100 turns, so i usually have to boost my enemies in WorldBuilder. i give them bonuses and then give them walls and a few archers. Anything less and enemy civs die before the game gets going. I'm playing tiny maps, quick games on only warlord mode. Maybe i need to up the difficulty? would that make them heartier?

Upping the difficulty would get them better boosts against barbs and animals, yes.

Next version will have a redesigned system.... Barbs will inhibit exploration and expansion, but won't be much of a threat to civs until mid-late game.
 
I think the morphing terrain for certain civs is currently too powerful. It takes much of the choice of finding the right place to settle down with. I think a simple solution is to limit how much terrain can change based on the controlling civ with technologies/building that increase this. Turning a desert into a frozen wasteland should be very difficult.

Weapons choices -
Instead of simply automatically getting a weapon when your unit visits a city, you should get a choice of which one to pick, with some being good against certain types of opponents. E.g. silver weapons might give a bonus against units with feral promotion (making it a bit more general than just werewolves). Fancy weapons (from gems) could boost xp gains (a good looking weapon instills pride in its user). Obsidian could give magic resistance.
 
Choice of weapons might be a pretty awesome addition, if it weren't so hard to balance. I mean a silver weapon would be entirely useless against bronze and iron weapons, not to mention fairly heavy. A gem encrusted weapon would probably be enpar with with other weapons with an added XP bonus. There really doesn't need to be a whole lot of bonus XP, it's pretty easy to reach level 15 without too much hassle...
 
I have a suggesstion for a new Clan of Embers leader: Neer.

Neer is an emergent male leader with the traits spiritual and defender (and barbarian). He is chaotic neutral and much less aggressive than the other Clan leaders.


Here's an overview of Neer's character; I'll write a real pedia entry if you use him.

Spoiler :
Neer is is a seer; he can see the future as well as other locations in the present. Most orcs with such divine capabilities are quickly forced into the service of Bhall. Neer, however, was raised in a minor clan, and therefore his abilities remained unoticed by Bhall's clergy.
Neer's visions are almost always of a shining angelic woman, imprisoned in a circle of lights. This woman is Brigit, archangel of fire. Brigit was, via her own mystical abilities, was able to speak to Neer in his visions; with her advice he rose to power in his Clan, and eventually united many orcs, goblins, and other beasts under his banner. Neer's confederacy is much more peaceful and tolerant than other orcish tribes, though they are still competent warriors and explorers.
Neer's ultimate goal in uniting his tribe is to free Brigit, his mistress. He and she hope that her freedom will cause Bhall to redeem herself, or perhaps even cause Brigit to ascend.

This picture could be used if you crop out the dwarf/humans: http://hedge-maze.deviantart.com/art/Prophet-s-Altar-107558106
 
Okay, and I see that the Hunter's Hall is needed for the Master Outfitter anyhow.

A few more notes:

I wasn't aware that ErebusContinent did a "new world" thing, but (default settings all around), it looks like all of the players are one one continent and there's another empty one sitting to my southeast. I guess that could be a freakish coincidence, or there could be someone in the interior of the continent still uncontacted, though. I only know of the coasts, from having traded maps with Lanun. [Even if the Lanun AI can't manage to colonize other islands, shouldn't they at least be a lot more reluctant to give away their maps than non-naval AIs?]. I expect I'll be conquering the place with pegasus-riding Trackers fairly soon...

The Scions have been eliminated, except that they still own a fortress and can be contacted (and are naturally mighty easy to extort...should civs stay around forever in this kind of hopeless condition?

I've been Scorching some of the Tundra in my north, and it's been turning into grassland. The in-game description seems to indicate that it should be turning into plains, instead.
 
Trait Requirements


The Minor trait allows you to gain new traits as you play. The majority of these will also remove Minor, meaning you can generally only grab one. The exceptions are Ingenuity and Magic Defense. In addition, several traits will have a small chance to gain an additional trait. For example, Arcane gives you a 3-5% chance to gain Summoner. All criteria are listed below.

Spoiler :

Aggressive
Bronze Working - 3%
Iron Working - 5%
Kill Another Civ - 100%

Arcane
Knowledge of the Ether - 3% - if gained, 5% chance to also gain Summoner
Sorcery - 50% - if gained 5% chance to also gain Summoner
Build Arcane Libralus - 100%

Creative
Festivals - 3%
Drama - 20%

Expansive
Sanitation - 10% - if gained, 5% chance to also gain Ingenuity
Medicine - 20%
Upon Reaching 8 Cities - 20%

Financial
Trade - 10%
Currency - 20% - if gained, 5% chance to also gain Organized
Mathematics - 50% - if gained, 5% chance to also gain Philosophical

Industrious

Construction - 3% - if gained, 5% chance to also gain Expansive
Smelting - 10% - if gained, 5% chance to also gain Aggressive
Engineering - 20% - if gained 5% chance to also gain Expansive

Ingenuity
Start a Golden Age - 50%

Magic Defense
Build 2nd Altar of Luonnotar - 100%

Organized
Code of Laws - 3% - if gained, 5% to also gain Financial
Military Strategy - 20% - if gained, 5% to also gain Aggressive
Build Forbidden Palace - 100%

Philosophical
Writing - 3% - if gained 5% to also gain Creative
Philosophical - 50% - if gained, 5% to also gain Creative
Each Great Person Born - 10%

Raiders
Pillage Improvement - 5%
Raze City - 10%

Spiritual
Priesthood - 3%
Religious Law - 10%
Fanatacism - 20%
Found a Religion - 50%

The team might want to copy and paste this information into the civilopedia under a Minor Leaders section. It's not hard to find using the search feature but it would be even more handy in game.
 
The team might want to copy and paste this information into the civilopedia under a Minor Leaders section. It's not hard to find using the search feature but it would be even more handy in game.

I'm planning on it, though that exact information will be outdated next version. :p
 
And how great that shall be...
 
Hey, are new Emergent leader traits still being accepted? I've been thinking that Furia the Mad's Civilopedia entry deserves more than just a standard trait, so I figured I'd see what I could come up with.

The one I modded into my own game is called Psychotic, and it enables a national wonder called Furia's Diary. It's more or less a personal Necronomicon (getting gold based on OO spread) that gives Mind mana in place of Water mana and raises the AC by 5 (also not requiring a Holy City/Great Prophet to build.) This makes her much more dependent on religion spread than most leaders, which seems like it could be interesting, forcing her to stay on good terms with others so as to maximize her income.

The trait also gives +2 happiness from Asylums.

It seems like the trait would be strong, but only in the late game when she's got Mind Stapling, which means it's probably not too overpowering. Probably a bit weaker than Financial. Thoughts?

Furia's Diary Pedia Text
Spoiler :

This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.

Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a particular quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparks debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.



Code for the diary BuildingInfo and the trait, plus text keys:
Spoiler :
Code:
		<BuildingInfo>		<!-- Furia's Diary -->
			<BuildingClass>BUILDINGCLASS_CIV_WONDER1</BuildingClass>
			<Type>BUILDING_FURIAS_DIARY</Type>
			<Description>TXT_KEY_FURIAS_DIARY</Description>
			<Civilopedia>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Civilopedia>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_THE_NECRONOMICON</ArtDefineTag>
			<PrereqTech>TECH_MIND_STAPLING</PrereqTech>
			<bTeamShare>1</bTeamShare>
			<GlobalReligionCommerce>RELIGION_OCTOPUS_OVERLORDS</GlobalReligionCommerce>
			<FreeBonus>BONUS_MANA_MIND</FreeBonus>
			<iNumFreeBonuses>1</iNumFreeBonuses>
			<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
			<iCost>100</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAsset>8</iAsset>
			<fVisibilityPriority>1</fVisibilityPriority>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<ReligionChanges>
				<ReligionChange>
					<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
					<iReligionChange>1</iReligionChange>
				</ReligionChange>
			</ReligionChanges>
			<SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<iSpecialistCount>2</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>
			<CommerceChangeOriginalOwners>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
			</CommerceChangeOriginalOwners>
			<ConstructSound>AS2D_OVERLORDS_DINK</ConstructSound>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<PrereqTrait>TRAIT_PSYCHOTIC</PrereqTrait>
			<iModifyGlobalCounter>5</iModifyGlobalCounter>
		</BuildingInfo>
		
		
		<TraitInfo>
			<Type>TRAIT_PSYCHOTIC</Type>
			<Description>TXT_KEY_TRAIT_PSYCHOTIC</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</ShortDescription>
			<Help>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Help>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<bAdaptive>0</bAdaptive>
			<bAgnostic>0</bAgnostic>
			<bAssimilation>0</bAssimilation>
			<bBarbarianAlly>0</bBarbarianAlly>
			<bIgnoreFood>0</bIgnoreFood>
			<bInsane>0</bInsane>
			<bSelectable>1</bSelectable>
			<bSprawling>0</bSprawling>
			<iFreeXPFromCombat>0</iFreeXPFromCombat>
			<iMaxCities>-1</iMaxCities>
			<iPillagingGold>0</iPillagingGold>
			<iStartingGold>0</iStartingGold>
			<iSummonDuration>0</iSummonDuration>
			<iUpgradeCostModifier>0</iUpgradeCostModifier>
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<FreePromotions>
			</FreePromotions>
			<FreePromotionUnitCombats>
			</FreePromotionUnitCombats>
		</TraitInfo>
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</Tag>
        <English>Psy</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Tag>
        <English>[NEWLINE][ICON_BULLET]This leader can build Furia's Diary with Mind Stapling, providing a constant gold income based on the number of cities following the Octopus Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Tag>
        <English>This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.[PARAGRAPH:2]Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, who become free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy.  And once in a while, a choice quote or passage catches on in the population, infecting even the zeitgeists of other nations.  It flutters through the ranks of high society, sparking debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC</Tag>
        <English>Psychotic</English>
        <French>Psychotic</French>
        <German>Psychotic</German>
        <Italian>Psychotic</Italian>
        <Spanish>Psychotic</Spanish>
    </TEXT>
	<TEXT>
        <Tag>TXT_KEY_FURIAS_DIARY</Tag>
        <English>Furia's Diary</English>
        <French>Furia's Diary</French>
        <German>Furia's Diary</German>
        <Italian>Furia's Diary</Italian>
        <Spanish>Furia's Diary</Spanish>
    </TEXT>
 
hi there. i have an observation about the agnostic civs. I haven't played all of them yet, but i notice that some have various religions grayed out, (or redded-out) on the tech tree. And that makes sense to me. They shouldn't be able to research those techs and/or build the corresponding units.

But some civs can research those techs... it doesn't make sense to me.

The Mechanos for example, while not "agnostic" do have a trait which basically sets them up to be monotheistic with the Ordo Mechawhatsis "religion". Ok, that's fine. They have one faith that is tailored to them. yet... we could still research any of the other religions... potentially even founding them. seems wrong to me. Furthermore, while playing the Mechanos last night, I noticed that I founded the Ordo Machncheese, and then later in the game, the Ordo Macdonalds was still available to research in the tech tree. so i researched it again. spent the time researching it, but it changed nothing. I already had the Ordo... (prolly just a bug)

overall, I guess what i'm saying here is that some civs ought to have less options based on their playstyle/description. i mean, if any civ could essentially be any other civ, why have distinctions? (that's a gross exaggeration, but i'm sure you know what i mean)
 
hi there. i have an observation about the agnostic civs. I haven't played all of them yet, but i notice that some have various religions grayed out, (or redded-out) on the tech tree. And that makes sense to me. They shouldn't be able to research those techs and/or build the corresponding units.

But some civs can research those techs... it doesn't make sense to me.

The Mechanos for example, while not "agnostic" do have a trait which basically sets them up to be monotheistic with the Ordo Mechawhatsis "religion". Ok, that's fine. They have one faith that is tailored to them. yet... we could still research any of the other religions... potentially even founding them. seems wrong to me. Furthermore, while playing the Mechanos last night, I noticed that I founded the Ordo Machncheese, and then later in the game, the Ordo Macdonalds was still available to research in the tech tree. so i researched it again. spent the time researching it, but it changed nothing. I already had the Ordo... (prolly just a bug)

overall, I guess what i'm saying here is that some civs ought to have less options based on their playstyle/description. i mean, if any civ could essentially be any other civ, why have distinctions? (that's a gross exaggeration, but i'm sure you know what i mean)

The tech you could research that could found Machinarum is actually essential; Without it, it'll be founded by someone in the first few turns if the Mechanos aren't in the game.

In any case, let me assure you that Machinarum is gone in the next version. Exactly how that occurs I'll keep private for now. ;)
 
is it intended that scorch is able to turn jungle into forrests, the water 1 spell desert into plains, grassland, wetland?

This was playing as the ljosalfar, kinda makes getting nature III a waste of time.
 
Would someone know from a promotion ID (int) how to get the promotion description in python ?
 
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