Bright day
So Sidar are now a fully war civilization? At least that what I get from the changes.
Not at all. That is what Shading has become, but even that favors a builder approach, IMO.
Their empire is now defended extremely well; This alone allows them to pursue an isolated builder playstyle. To top that off, you can generally survive with fewer units, as your best ones can be immortal.
In Orbis, Ahwaric decided to increase (a lot, by 50%) yields generated by normal, settled Great People to give Sidar better play when not at war. It works pretty good, making them want to settle Great People more then other civs, and seems to fit their flavor. Without ability to turn high level units into specialists, there is no need to keep those bonuses low
We may do that. Honestly, these changes are still in development (Grey Fox is implementing them), so we haven't gotten it to testers yet. If it is viewed as needed, we'll add it. It won't upset balance much without being able to shade to specialists.
Can/should Sidar forts spread Mist? Can/should Sidar mages create temporary mist?
Will there be a way to remove the mist as well as create it?
Also, will it block barbarians from entering your borders as well as other players?
Yes. The entire system is controlled using two City Actions (City Spells, whichever term you want to use). The first creates all the mist around the city, and sets the perception costs on the plot... And then sets a turn delay. The mist won't show up for X turns, based on distance from the city. The Perception Cost won't take effect until the mist has shown up.
Removing it works in the same way. The original feature is placed back, and then Mist is left temporarily in place; Once it fades, the original feature will be there, and the perception cost will be gone.
For both, the mist moves in the same way... From the city out. So when it is removed, the borders will actually be the LAST to go.
The Perception Cost affects ALL units.
As far as i know you will be able to de-mist your cities at any time.
It may take some time until it vanishes. not sure on that point.
You really have to be able to de-mist them, because, they work best as border cities and your borders will shift during the game.
Mist works the same for everybody (well except the sidar themselves). Every unit has a perception value and every mist tile has a perception cost which the units perception value must be equal to or greater than it.
Yep, takes a few turns to vanish.
Do abilities which grant greater visbility (e.g Sentry I and Sentry II) also increase your Perception value. What about Deis Dei?
Yep, believe that was stated in the blog post. Anything that increases Visibility increases Perception; Just couldn't use Visibility itself, or you'd have
massive sight ranges.
Deis Dei, I'm not sure on; It just allows you to see hidden units, correct? May be fitting, but Empy priests can already buff units in their stack with a higher Perception, so that may be too much for the religion.