WarKirby
Arty person
I've played quite a few games where I've maxed the whole tech tree now, getting a feel for FFH in general.
I'm finding there are two things in the game, that there just aren't enough of.
1. Health.
There are a ton of buildings and resources that give happiness. You can get up to 10 happiness from a gambling house, 3 from public baths, then there's theatres, carnivals, quite a few wonders that give happiness to all cities, etc.
There are nowhere near the same provisions for health, though. And this is exacerbated by forges, baths, flood plains, etc that increase unhealthiness. It's especially annoying when the blight comes.
There aren't so many resources that increase health. And there aren't enough buildings for it, either. I start to get health problems in all my big cities eventually, and nothing but Future Tech can fix it.
Some suggestions to improve things.
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2. Engineer specialists.
As far as I'm aware, the Forge is the only non-wonder building to allow engineer specialists. Which means until you get guilds (and if you're willing to use it) you're limited to a single engineer specialist in most cities. This severely limits a specialist oriented economy, and makes cities that don't have at least a few hills nearby, almost impossible to produce things in.
To remedy this, I'm thinking a few more industry oriented buildings are needed.
Blacksmith.
Would become available very early, with bronze working. Would give +10%
and allow one engineer specialist. In addition, the presence of a blacksmith in the city could become a requirement to build/upgrade units with bronze weapons. It seems a bit odd that better weapons are just magicked out of thin air, even if this is a magical game...
Foundry
A more mid-lategame thing. Would require Engineering and/or Iron working. Similar to blacksmith, could be a requirement for Iron weapons.
+20%
and 3 engineer specialists.
Master Armorer
Available at Mithril Working (Mythril ?)
+30%
and 2 engineer specialists, as well as being a requirement for mithril weapons. Maybe this could be a national building of some sort, so you can only have 4 of them in your empire, making Mithril weapons a bit more scarce and valuable.
The Industrious trait could double production speed of all of these, too.
Exact percentages of extra production to be added could be tweaked for balance, of course. These are just general outlines.
I really love using these little icons when talking about stuff

I'm finding there are two things in the game, that there just aren't enough of.
1. Health.

There are a ton of buildings and resources that give happiness. You can get up to 10 happiness from a gambling house, 3 from public baths, then there's theatres, carnivals, quite a few wonders that give happiness to all cities, etc.
There are nowhere near the same provisions for health, though. And this is exacerbated by forges, baths, flood plains, etc that increase unhealthiness. It's especially annoying when the blight comes.
There aren't so many resources that increase health. And there aren't enough buildings for it, either. I start to get health problems in all my big cities eventually, and nothing but Future Tech can fix it.
Some suggestions to improve things.
- Give +1
from all temple buildings, since priests have medic promotions.
- Give extra
for units with the Medic promotion stationed in a city. +1
for medic 1, and +2
for Medic II. This would give disciple units another use in general, and help emphasize trusting in one's faith when armageddon is at the doorstep.
- Add some more health oriented buildings in general, like Sewers (available with sanitation), Public Healers(requires life or body mana). Maybe public healers could have a constant gold cost to have, but provide a large bonus to health like +4
- Give a passive health bonus from granaries/smokehouses, as well as the resource based bonuses they give.
- Have Body Mana give extra health, like Life Mana.
- Add a city support spell to either body or life spheres, that would grant some extra health as long as the caster remains in the city. Like Inspiration, and Hope.
- Maybe remove the health penalities for floodplains/jungle with the discovery of some specific tech, like Commune with Nature.
-------------------------------------------------------
2. Engineer specialists.

As far as I'm aware, the Forge is the only non-wonder building to allow engineer specialists. Which means until you get guilds (and if you're willing to use it) you're limited to a single engineer specialist in most cities. This severely limits a specialist oriented economy, and makes cities that don't have at least a few hills nearby, almost impossible to produce things in.
To remedy this, I'm thinking a few more industry oriented buildings are needed.
Blacksmith.
Would become available very early, with bronze working. Would give +10%

Foundry
A more mid-lategame thing. Would require Engineering and/or Iron working. Similar to blacksmith, could be a requirement for Iron weapons.
+20%

Master Armorer
Available at Mithril Working (Mythril ?)
+30%

The Industrious trait could double production speed of all of these, too.
Exact percentages of extra production to be added could be tweaked for balance, of course. These are just general outlines.
I really love using these little icons when talking about stuff



