RifE New Feature Speculation

Are you going to include Duke Nukem as a minor leader? :nuke: :D
 
You forgot invisible !

No there was a discussion on #erebus about that, seeing the thing coming is the worst part. The enemies it defeats do get turned into similar Dire Hamsters and they are invisible.
 
Yeah, it is very 'purty' ;)

And, because I have access to the team forum, I feel it is my duty to warn you.
Do not:
Play as the Malakim
Get the wonder from the Mirror
Found Empy and CoE in the same city as the Mirror wonder
Build their shrines
Capture a Dire Hamster and build its cage in that city
It will spawn a Strength 999, giant hamster unit with a spell called Valkrionn's revenge, and it will come after you.

Just sayin', I'm trying this as soon as the new version comes out.
 
One new feature some of you may or may not be happy to learn: Cultural Control is becoming rather more permanent. :p

Basically, each turn an improvement generating culture will create a small amount of actual culture on those plots it affects; Basic formula is as follows:

(((CultureStrength + CenterTileBonus) - Distance from Improvement) * 5)

I use both strength and the center bonus to get the full strength; Cities are easily able to outpace this, it just makes it take a while rather if the improvement (or lair, for the new barb system) has been around for a while. The "* 5" part is set via global define, very easy to modify; Standard culture has the same thing, and it's modifier is set to 20. Should give you a sense of scale there. :lol:

To give an example... A Citadel will provide 20 culture/turn to it's own plot, 15 to the next one out, and 10 to it's maximum range. With just the palace, a new city provided the same amount; Which means that with some ancient forts you may have to fight to claim the territory, but not generally. ;)
 
Happy already with my Tears (which have only culture control and no cities). :)
 
I like it as well.
 
Back
Top Bottom