xienwolf
Deity
It is especially great for making certain you get some Mithril in your territory instead of finding out WAY later in the game that you settled just out of range of the only one on your continent 

[to_xp]Gekko;7733403 said:dowsing will reveal resources even in tiles with fog of war, right ( not tiles that are still hidden of course ) ? I haven't used it an a while so I don't really remember.
The bazzaar was promptly nerfed without even discussion. OK, 500% may sound overpowering, but was it when someone played the game?
why not create a promotion allowing them to settle, and then give a random chance to gain it upon creation? 50% at least, I'd say, or they would have severe problems generating new cities.
[to_xp]Gekko;7732176 said:2) difficulty level affecting awakening spawn: I don't like this tbh, I think it's redundant with the other bonuses the AIs get at higher difficulty levels. Deity is already challenging enough without having to also deal with less population, thank you![]()
If you really want a new civic, maybe rebalance Glory to be a government civic, and attach the spawn bonuses to that?
Arcane does very little to make a civ focused on magic.
As such moving Arcane to Korinna, might be flavourful but not really affect anything. Also, it would be another late game strength for her, when she really needs an early game boost.
If you want a damage dealer invest in Maelstrom or other damage dealers. The advantage of Balefire is that you don't have to get any mana or spend any promotions on it.
The only reasonable way for mages to gain experience and advancing is combat. Getting +1 strength for something you should already be doing is great. Add +1 xp per combat and higher base strength and you have the best mages in the game.
A few more observations. The creepers should at least retain their current lifetime in each stage, and perhaps increase the blossom and rooting faces.
My conclusion so far is that the AI counts creepers as military units, meaning that it calculates your military strength including them, before deciding if you are too strong to attack. This IMO, should be changed.
BtW, it appears that the blossomed(If I am not mistaken) creeper's ability is very easy to resist. I don't think I saw a percentage written in the description, can you enlighten me on the subject?
It is especially great for making certain you get some Mithril in your territory instead of finding out WAY later in the game that you settled just out of range of the only one on your continent![]()
I was thinking a promotion that can be gained for any Awakened, but has a gold cost. I'm going to leave this alone. At least for now.
Aristo. might be much better it it gave a flat increase to spawning rate rather than a % bonus: If your spawning rate is low you may want to keep to GK because you've got to build Awakened. If you're spawning rate is high then a +% Aristo. may make it too high.
Err... +3%, with a +10% multiplier? So if it's +3% under another civic it now becomes 6.6% rather than 4.2%. I think it'd be a larger bonus than x1.4 for any rate below 10%.
Relating the Gekko's post - you'd still be relying on luck, but you wouldn't need to be as lucky.
I was thinking a promotion that can be gained for any Awakened, but has a gold cost. I'm going to leave this alone. At least for now.
I wonder if that depends on how many arcane units you build? I often make a lot, and I really appreciate the extra xps.
Oh yes - I at least implied otherwise earlier, but Korrina isn't getting a spawning penalty anymore, and hasn't for awhile, I think - no mention of it in the code.
Good point. I'm mostly thinking about opportunity cost: Is it useful enough to be actually used? I don't want it to be as good as Maelstrom (I don't want Maelstrom to be as good as Maelstrom) but I'm going to look at some sort of boost.
If you want to improve it, I'd say raising maximum damage is the way to go. A lot of mages will be able to cast it, so that ceiling will be hit quickly.
Yep. I built one myself before actually changing the figures. (I had a game with one near completion.) I think the current bonus might *still* be too high, but I like that it's only routes with other civs that you get the boost.
There seems to be a relatively fine line between "Insignificant" and "Too much" for trade route boosts. But I'm sure that +500% is not anywhere near the right side of the line.
I was thinking a promotion that can be gained for any Awakened, but has a gold cost. I'm going to leave this alone. At least for now.
That's an interesting idea - make people chose between Glory and God King. Though I'd like to just get Aristocracy balanced such that players have difficulty choosing between it and God King.
Aristo. might be much better it it gave a flat increase to spawning rate rather than a % bonus: If your spawning rate is low you may want to keep to GK because you've got to build Awakened. If you're spawning rate is high then a +% Aristo. may make it too high.
Err... +3%, with a +10% multiplier? So if it's +3% under another civic it now becomes 6.6% rather than 4.2%. I think it'd be a larger bonus than x1.4 for any rate below 10%.
Relating the Gekko's post - you'd still be relying on luck, but you wouldn't need to be as lucky.
I wonder if that depends on how many arcane units you build? I often make a lot, and I really appreciate the extra xps.
Oh yes - I at least implied otherwise earlier, but Korrina isn't getting a spawning penalty anymore, and hasn't for awhile, I think - no mention of it in the code.
Good point. I'm mostly thinking about opportunity cost: Is it useful enough to be actually used? I don't want it to be as good as Maelstrom (I don't want Maelstrom to be as good as Maelstrom) but I'm going to look at some sort of boost.
Allowing the "Necromancy" promotion to stick around longer might even be enough - so that when you do want to use it you're more likely to have it available.
(Originally I wanted Necromancy to increase the power of summoned creatures. I bet I could do that with the tools now available, but I doubt I should.)
Why? Just so they'll be around longer?
IIRC it has a "+10%" for resistance rolls, and the base resistance value for units is 20%. So statistically 1 additional unit in 10 will resist.
I'd really rather not know and need to go give someone a good thumping.![]()
1)NiceTemple of the Gift replaces Emperor's Mark when built.
Civ Trait is "Fallow" rather than Leaders.
Emperor's Dagger requires level 2 rather than 6, limit 1 rather than 2.
Balefire is resistable at -10
Necromancy lasts 3 turns, then has 50% expiration chance.
Creeper power adjustments (made the unit pow 2, but first and second stages give negative power modifiers.)
Alcinus now starts with Crazed. Mad doesn't give betrayal chance. Enraged Alcinus picks up "Rampage". Rampage has pillageonmove and a 2% betrayal chance.
Aristorcacy gives +4 spawning mod - equiv. to hooking up 4 luxuries. This replaces the +40% modifier.
Awakened no longer among starting units, first city will have 2 pop.
I think it is bad to change the awakening system. Please leave it as it is.
As long as all UUs of the Scions come with God King, I still think Aristocracy cant help without a really good incentive other than awakening spawn. I am trying to play my game assuming that I won't be able to have more than 1 awakened per 30 turns. It happens that I get 2 within 10 turns or 1 in 70. In the previous game I played, my first awakened came turn 75 on a standard game in monarch with a 8% awakened spawn rate. At another time, with just 3.6% I got 2 within 6 turns. So, since the RNG is so unpredictable, having higher spawn rates(in the range 3%-9%) does not make a difference.
So, I have to go for wonders that will help me to produce GPs and advance in techs until I can get reborns. I also go for Legates and Doomsayers, so that I have that slim chance((it says 20% but I doubt it is more than 10%) to get one from combat.
I will also commend on this as "good", but until there is something that actually makes her useful as opposed to lift something that makes her useless, I doubt I will try playing with her.
As Iceciro said, having a hero from the start of the game is too valuable to lose.
I think it is fine as it is. I am inclined to think that it should last until used. So, you get one free spell for each enemy you actually kill. Also, make it gained automatically upon killing an enemy, as it seems it is just a chance right now.
The only UUs tied to Godking are the Praetorian, the MoP, and the cheaper reborn, True Pilgrim. I tend not to build the MoP either... Tried using them as fodder to weaken Acheron, then realized they had marksman and would attack to warriors in the city. I switch to Godking as soon as I start making Reborn, so long as I have a decent number of the discount resources. Aside from that, I still say Aristocracy is better if your spawn chance is low... Otherwise, GK all the way.
Well, on the other hand, no UUs require Aristocracy. When I wrote "all UUs" I had in mind those not buildable with aristocracy, so, my fault realy.![]()
How, exactly, is the Dark Council supposed to be created? I've never managed to get the spell icon to light up. I've tried having all 4 council members in the same city as Melante's Mansion, random city, and in the same city as the Thaumaturge's Keep. I havn't tried the capital, come to think of it, but should it REALLY be that specific if that's the requirement? Especially since all four are entirely useless at the capital (Melante and Pelemoc can't do anything useful at the capital, the scout guy whose name escapes me ATM is only useful as a scout, and Alcinus is generally best kept on his keep, which can't be in the capital, for the extra xp).
If that's NOT it, I frankly have no clue what else to try, and none of the documentation provides any insight at all.
How, exactly, is the Dark Council supposed to be created? I've never managed to get the spell icon to light up. I've tried having all 4 council members in the same city as Melante's Mansion, random city, and in the same city as the Thaumaturge's Keep. I havn't tried the capital, come to think of it, but should it REALLY be that specific if that's the requirement? Especially since all four are entirely useless at the capital (Melante and Pelemoc can't do anything useful at the capital, the scout guy whose name escapes me ATM is only useful as a scout, and Alcinus is generally best kept on his keep, which can't be in the capital, for the extra xp).
If that's NOT it, I frankly have no clue what else to try, and none of the documentation provides any insight at all.
I think it is fine as it is. I am inclined to think that it should last until used. So, you get one free spell for each enemy you actually kill. Also, make it gained automatically upon killing an enemy, as it seems it is just a chance right now.
All that is required is for the 4 Councilors to be in the same, non-capital, city. That would be Themoc, Pelemoc, Melante, and Alcinus. Once they're assembled, select Melante as she is the only one able to cast the spell.
The council can be build in the capital. I built it in my current game.
Don't you want Wraith Lords? Fighting with your Necromancers is the only reasonable way to get them.
Anyway the balefire isn't really the point of Necromancy, is just a minor bonus. The real benefit is +1 strength and lot's of experience. If Necromancy lasted until I cast balefire, I'd never cast balefire again.