RifE 1.20 Ideas, Requests, and Feedback

Does (rather "Could") the smart terrain option cover resources? For example, there's no reason to place patrian artifacts if the Scions aren't in the game (much less camels without Malakim, which in a way are worse because you can see them without going into worldbuilder).
 
Really? I thought it was a bug that I was seeing them, but that was as D'tesh and I was miffed that I couldn't ash them. What I meant by worse is the fact that they're there, means another improvement can't 'find' a resource on that tile and seeing them is more of a taunt than the artifacts. But I'll try to use them from here on out.

Will other folks be able to use Artifacts (presumably at diminished values)?
 
Really? I thought it was a bug that I was seeing them, but that was as D'tesh and I was miffed that I couldn't ash them. What I meant by worse is the fact that they're there, means another improvement can't 'find' a resource on that tile and seeing them is more of a taunt than the artifacts. But I'll try to use them from here on out.

Will other folks be able to use Artifacts (presumably at diminished values)?

They are able to be gathered by any Pasture; Hell, desert pastures can discover them. They just aren't usable as anything more than a tile boost by non-Malakim civs.

They are also ashable next version. ;)

Our plan for civ-unique resources is to all others to access them, mid-late game. So the Scions will start able to see the Artifacts, but at some tech in the game you will be able to see them as well; The Lanun will start able to see Pearls, but a dead-end naval tech will allow others the ability.
 
For that Muris clan goblin event, I'd sure like an option along the lines of "Oh are they? We'll see about that-gather the troops!" which spawns some number of barb goblins on the tile (maybe an extra one for each time this option had been taken in the game to keep it relavent as the game wears on).
 
There needs to be some unique outcome for the Scions getting the "Immigrants seeking shelter" random event. Right now they can get an additional population or a settler.
 
I see less problem with them getting population as starved for population as they've been every time I've tried them.
 
Hi,
I played FFH2 for a long time, now wanted smth new, and found this mod :)
I was trying out the new race 'The Leggion', and what can I say is that D'tesh is the biggest imbalance of all. :)

Binding stones (no unwealthy, no unhappy population) + Slavery + Sholarship (unlimited Sage) is such a deadly combination, that can not be stopped. Now the game I am playing I have lvl 125 capital in turn 215. I get slaves, add to the city and convert them to Sages for +5 research. That city alone is generating ~2000 research points and ~200 Gold. This is more research than all the other players have together :D

How can a race without Binding stones compete with D'tesh???

I think the idea of something (building, civ, promotion) being unlimited is a very bad idea. The game balanse gets totally uncontrollable. A player can add several 'unlimited' features to receive various deadly combos. (There are 4 of them in my example).

I would suggest removing "Unlimited sage" from Sholarchip (or make it a fixed reasonable amount like +4). The same goes with Binding stones. (a +3 health and +3 happyness is a very nice boost worth going for from the start, i think.)

Please dont leave "unlimited" features in the next patch :D

Keep up with the good work! :)
 
Hi,
I played FFH2 for a long time, now wanted smth new, and found this mod :)
I was trying out the new race 'The Leggion', and what can I say is that D'tesh is the biggest imbalance of all. :)

Binding stones (no unwealthy, no unhappy population) + Slavery + Sholarship (unlimited Sage) is such a deadly combination, that can not be stopped. Now the game I am playing I have lvl 125 capital in turn 215. I get slaves, add to the city and convert them to Sages for +5 research. That city alone is generating ~2000 research points and ~200 Gold. This is more research than all the other players have together :D

How can a race without Binding stones compete with D'tesh???

I think the idea of something (building, civ, promotion) being unlimited is a very bad idea. The game balanse gets totally uncontrollable. A player can add several 'unlimited' features to receive various deadly combos. (There are 4 of them in my example).

I would suggest removing "Unlimited sage" from Sholarchip (or make it a fixed reasonable amount like +4). The same goes with Binding stones. (a +3 health and +3 happyness is a very nice boost worth going for from the start, i think.)

Please dont leave "unlimited" features in the next patch :D

Keep up with the good work! :)

Check this thread: http://forums.civfanatics.com/showpost.php?p=9159471&postcount=2

D'tesh are soft-limited in number of cities, limited in the amount of pop that can go in a city, etc. Got some new ties (better defense), lost some old ones (recon become visible after attacking), and are just better balanced.
 
Completely unrelated: Have you ever considered including RoM: AND's Fixed Borders Mechanism?
 
It makes it impossible for borders to expand in any way, except by claiming a tile with units (or founding cities I guess), while my change modify the maximum extent of every city's culture.

So it's kinda like Afforess' is more about actual borders between nations while mine is more about influence or some such.
 
Borders still expand normally depending on the cities culture, they just don't push back other borders depending on the culture of the bolder tiles.

Though I was thinking more about how Fixed Borders let's cities keep their cultural borders even after conquest, meaning that a) 3rd parties won't profit from your wars with your neighbours and, more importantly, b) newly conquered cities won't starve due to a lack of tiles to work anymore. (Not sure if Opera's method does anything in that regard?)
 
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