Suggested Additions to FFH2

Personally I would prefer swamps to be really poor terrain, but a source of freshwater and with a chance to have ocean resources like fish, clams and crabs.

Sadly there seems to be no way to remove the resource when you remove the swamp. Fish on grassland is a bit odd. Even for FFH. :(

Then what about a new terrain "Wetland"
http://en.wikipedia.org/wiki/Wetland

And possibly overlays that can be placed on any tile such as a Swamp and peat bog? A Swamp would add sickness and remove production and food. A peatbog would add a production.
http://en.wikipedia.org/wiki/Swamp
http://en.wikipedia.org/wiki/Bog

Or Wetland could be the culmination of all three. An all-encompasing water-logged terrain that is sickening and slowing and gives nothing other than whatever bonuses are found there (such as rice, or iron)
 
Well, the idea for Swamps providing food is centered around the Lizards, and notice how they[swamps] get +1 food at tracking. "We [the Lizard Folk] are not farming, but hunting fish, birds, mammals and smaller non-intelligent lizards". Also, swamps and Deep Jungles mean the Lizardmen (Mazatl in particular) have incredibly strong economies.
Oh yes, and swamps provide no bonuses, and I think maybe penalties to non-Lizardmen, since the Lizards start with a tech to give the swamps bonuses and negates any penalties they [swamps] do have.
 
I liked what the R&F did and it could be implemented well: only let recon move through swamps. Other units could overcome the issue with a swampwalk promotion. Furthermore, no building cities in swamps.
 
i think that a swampwalk promotion would be too limited in use to be practical, but tying it in with waterwalking as suggested earlier would actually make me get water promotions beyond spring
 
Well, the idea for Swamps providing food is centered around the Lizards, and notice how they[swamps] get +1 food at tracking. "We [the Lizard Folk] are not farming, but hunting fish, birds, mammals and smaller non-intelligent lizards". Also, swamps and Deep Jungles mean the Lizardmen (Mazatl in particular) have incredibly strong economies.
Oh yes, and swamps provide no bonuses, and I think maybe penalties to non-Lizardmen, since the Lizards start with a tech to give the swamps bonuses and negates any penalties they [swamps] do have.

In (basic) FfH2, there are no playable lizard civs.
And as far as I could surmise, everyone in Fall Further benefited from the -very odd- health bonus for deep jungles and the food bonus from tracking.
 
What was the reasoning behind the removal of the bonus silver from FfH2?

For that matter what happened to the other missing bonuses (its been so long since I've played Civanilla I dont remember what they are anymore)?

I think silver should be re-introduced.
+1 coin for silver, +2 for gold and +3 for gems



PS: what about Stone?

If it was a "Stone is everywhere, whereas marble is not." argument, I've lived and traveled much of the world and there are places where the stone in the ground just isn't suitable for building anything more than a house (or a sandcastle). Then there are places with good solid granite that puts other building materials to shame.

There are some wonders that could do with a increase in building rate with stone.
 
What was the reasoning behind the removal of the bonus silver from FfH2?

because there was a problem with a bigger number of different bonuses. Silver was used for mithril and stone was cut for more important ones (mana, mana, mana,...).
 
Yes, but that sort of issue sounds more like an early-version quick-fix.
With the kind of talent on the FfH2 team, I'm pretty sure having more than 24 bonuses is no longer an issue.
 
Thats right. As far as I know it isn't even a problem in bts anymore.
But so far there was no "need" for any of the scraped resources.
All stone buildings got tied to marble and instead of silver providing happyness there a lots of things (enchantment mana for example)
 
In (basic) FfH2, there are no playable lizard civs.
And as far as I could surmise, everyone in Fall Further benefited from the -very odd- health bonus for deep jungles and the food bonus from tracking.

Not that odd - Deep Jungle can only exist in Lizard territory, therefore only the lizards will benefit from it. It's their natural habitat and they benefit exactly as elves do in forest.

Swamp is inherently a negative terrain (small amount of negative food) unless you possess the swamp-dwelling tech (again - Lizardmen are the only ones to get this). You can mitigate the penalty with tracking, but it never becomes a beneficial terrain for non-lizards and prevents more useful improvements from being built unless you have access to Scorch to remove it.

Wetlands are a mechanic to represent land that is liable to become swampland. They don't represent the same type of wetland as found in Florida (which is one of several differing types of terrain that could be considered Wetland) - just over saturated ground. Above all though it is a name for a terrain type that facilitates the mechanic by which the lizardmen work.
 
Not that odd - Deep Jungle can only exist in Lizard territory, therefore only the lizards will benefit from it. It's their natural habitat and they benefit exactly as elves do in forest.

Swamp is inherently a negative terrain (small amount of negative food) unless you possess the swamp-dwelling tech (again - Lizardmen are the only ones to get this). You can mitigate the penalty with tracking, but it never becomes a beneficial terrain for non-lizards and prevents more useful improvements from being built unless you have access to Scorch to remove it.

A) I wasn't aware that the deep jungles only grew in Lizard-held lands. Does this also mean that when another civ controls it, it reverts back to regular jungles?

B) The small negative food penalty I don't think gives swamp it's dues. Swamps are dark, evil nasty things that aggravate and spread disease (to humans). they are pestilent things that smell bad and make angels cry. I don't think Fall Further goes far enough to represent this.

3) Vanilla Fall From Heaven does not have swamps. While I enjoy some of the features found in Fall Further, I don't like all of them and would like to see some more features in Vanilla FfH2.

iv) Cosmetically in Fall Further: alone, the swamp tile looks good. Placed beside more swamp tiles it doesn't look very nice.

PS: Swamps make angels cry.
 
A) I wasn't aware that the deep jungles only grew in Lizard-held lands. Does this also mean that when another civ controls it, it reverts back to regular jungles?

I figured that was the case and yes, the Deep Jungle is purely a mechanic for the Lizards that reverts to standard jungle for everyone else.

B) The small negative food penalty I don't think gives swamp it's dues. Swamps are dark, evil nasty things that aggravate and spread disease (to humans). they are pestilent things that smell bad and make angels cry. I don't think Fall Further goes far enough to represent this.

I'd say you're looking for a very specific and very hostile sort of swamp. There are groups of people who live in swamps quite successfully (the ones that springs immediately to mind were in Iraq around the Tigris - a group that opposed Saddam and as a result had a lot of their swampland home drained to allow troops in).

In terms of what I needed them to be for Fall Further, they need to be beneficial to the lizards and a nuisance to other civs. They achieved the first role a little too well perhaps and fulfill the second mostly due to the fact they block other improvements. They require a specific and rarely sought spell (Scorch) to remove.

They're not supposed to be dark-demon-swamps-of-doom, just a natural feature that tends to be found around areas of jungle (which already incorporate a health penalty). Swamps would probably suit a health penalty themselves if (a) improvements allowed health penalties or (b) they could apply those penalties to specific races (non lizard - which of course is only a FF requirement, but that's what I'm personally concerned with).

The perceived benefit of what you're looking for (and I'm not sure what that is - just nastier terrain?) is going to be outweighed somewhat by the effort required to achieve it.
 
They're not supposed to be dark-demon-swamps-of-doom, just a natural feature that tends to be found around areas of jungle (which already incorporate a health penalty). Swamps would probably suit a health penalty themselves if (a) improvements allowed health penalties or (b) they could apply those penalties to specific races (non lizard - which of course is only a FF requirement, but that's what I'm personally concerned with).

The problem I find with the swamp not carrying it's own negative is that when it isn't in the jungle it doesn't have the health detractor. For humans, wetlands aren't healthy places to live. If I throw a swamp on a plain grassland or even wetland, it simply becomes a temporary nuisance. Like a mountain tile only it can eventually be turned into something more useful. there are no other detractors from living in or near one.

But the biggest point I'm trying to get across is: Fall From Heaven 2 has no swamps.
 
But the biggest point I'm trying to get across is: Fall From Heaven 2 has no swamps.

Then add them :D

As far as I know there are no plans to include them in the main mod at a later date and it's not the first time the idea has been suggested on the boards. Until there's a post about it from the design team, it's fairly safe to assume that it's not going to happen for the main mod.

It's the same situation as with Civ4 - if a feature doesn't exist in the game, you add it yourself. Firaxis gave us the tools to do that for Civ4 and Kael has supplied all the source code required to do the same with Fall from Heaven.

==

If it's a case of not having modded before - this is a great community in which to get started. People will help if you give it a try. The swamp idea is actually quite a nice one because it touches on several different areas (so you can learn quite a bit) but at the same time it's not terribly difficult.
 
It has been modded before....
Try the Warhammer mod beta. Don't know if its original to that or from other mod.
Marshes are a terrain feature that produces +0.5 unhealthiness, gives no tile yield, has a very high terrain move cost, is un-enterable by chariots and gives a big combat penalty to cavalry, as well as a 50% tile defence bonus.
They don't spread fresh water either.
 
I guess the thread is not only about swamps ("Suggested Additions to FFH2")
...

My suggestions: (certainly already put some where else by some one else ... I don't know...)

  1. Add another random element when creating a new game: Random number of Civilizations! you must discover the map, and also not know who/how many is/are on the map (hence, you don't know beforehand what the game is going to be: start with quick defenses because many civs and frictions, or room to expand widely?....)
  2. With promotion Mobility 2, summoned non-permanent units gives 50% of experience to the caster: it reward casters who are not mele units and should learn from practicing their art, and offer an incentive for Mobility II...
  3. Improved Erebus maps: this map is incredibly good for FFH2 when set up with more civs and agressive settings, and it gives a real flavor to FFH...
  4. A Great Engineer should be allowed to build a tunnel/path across a mountain: should be long (ex: 20 turns in standard?), risky (easy to die with spells unaffected with impassable mountains, or grifons, or Yvain...) but rewarding especially in EREBUS
  5. An Iron Man game: no F5/F8 and Ctrl-L allowed. 1 autosave only when exiting the game. This being only open from Monarch and above levels.
  6. Ability to clearly set a "rendez-vous" point for your allies and vassals- Not just say (why don't you attack PouetCity) but group allied/vassals troops in an area for a combined attack...
  7. Adept should start with +30% resistance assassins
  8. Kidnapping Adventurers should be possible for Svartalfar (not possible in 0.33e)
  9. Man-o-War should be +1 strength, and -1 move
  10. Vassal breaking free AND declaring war on you right away should receive a -4 diplomacy points with ALL civilizations (who can trust a treator?...)
  11. A promotion should be available at level 2 or 3 allowing "summoned units receive + 1 life turn" (from "Life" and Metamagic" mana?)
  12. "Metamagic" mana should allow at level 2 to wipe out a spell promotion from a caster and give him back 1 free promotion point (so then a mage can refocus spells into another category). This is a good incentive for Metamagic and keeps doors open...
  13. An Archmage "Metamagic" level 3 AND "Mind" level 3 should allow a joined promotion for an Archmage: Teaching a spell level 2 to any mage/archmage casters, if the civ has the proper node.
  14. A new wonder should create some "magical boots" allowing +2 move, -1 attack : good for giving to the barbarian dragon if it is locked somewhere, or to a good slow unit
  15. Gift of units should be allowed again, only if a permanent unit, and in this case the gifted unit becomes time limited, ex 10 turns? (for avoiding some exploits...)
  16. As FFH takes a lot of time during turns (at least with large maps and toward the end of the game), not have only the sentence "waiting for other civilizations", bur actually telling you which civ is "playing": Grigori, Calabim, etc... Of course possible only if the engine goes sequentially. Added: the icon of the civ with the leader is displyed. Of course, if civ unknown/unmet, no message at all (for not counting how many unknown civs are left, c.f.: random number of civs some points above)
  17. Strengthen the role of some "secondary" religions: Council, Empyrean, Dragon?... so then they represent an incentive for civs that are not on the pool position for the classic one. If have never ever seen a word dominated by one of those secondary Religions... ex, offer the ability to a founder of Council/empyrean/... to buy whatever hero! (price proportionnal to the basic strength of the hero!). Should then allow 2 heroes of the same type on the map: the original one, and its nemesis... Don't you want to get rich and spent all your gold on a dragon or the beast of Dis - especially if you are good...- (satanic laugh)???...
  18. Have in the credits or somewhere the pics of the ugly people who are killing my social life because they make stories, ideas, designs, art (the new fire/smoke effect is "merveilleux"), effects, way too nice... it should not be allowed to terrorize poor citizens with exceptionnaly good mods. This goes against all expensive play-and-throw-away games on the market...
 
Add another random element when creating a new game: Random number of Civilizations! you must discover the map, and also not know who is on the map (hence, you don't know beforehand what the game is going to be: start with quick defenses because many civs and frictions, or room to expand widely?....)
Sounds nice.
With promotion Mobility 2, summoned non-permanent units gives 50% of experience to the caster: it reward casters who are not mle units and should learn from praticing their art, and offer an icentive for Mobility II...
Probably imposible to track.
A Great Engineer should be allowed to build a tunnel/path across a mountain: should be long (ex: 20 turns in standard?), risky (easy to die with spells unaffected with impassable mountains, or grifons, or Yvain...) but rewarding especially in EREBUS
I don't think thats very usefull in most situations (and who wants to risk a great engeneer for a road?)
Ability to clearly set a "rendez-vous" point for your allies and vassals- Not just say (why don't you attack PouetCity) but group allied/vassals troops in an area for a combined attack...
Would be nice, but I don't see how thats possible and easy to use?
Adept should start with +30% resistance assassins
Adepts should be weak to assasins. So I have to disagree on that one.
Kidnapping Adventurers should be possible for Svartalfar (not possible in 0.33e)
Don't know. After all that are heros! They should just turn against the grigory that easily.
Man-o-War should be +1 strength, and -1 move
Don't know, please explain why?
Vassal breaking free AND declaring war on you right away should receive a -4 diplomacy points with ALL civilizations (who can trust a treator?...)
Sounds good.
A promotion should be available at level 2 or 3 allowing "summoned units receive + 1 life turn" (from "Life" and Metamagic" mana?)
Nice, but I see problems with balseraph puppets.
"Metamagic" mana should allow at level 2 to wipe out a spell promotion from a caster and give him back 1 free promotion point (so then a mage can refocus spells into another category). This is a good incentive for Metamagic and keeps doors open...
I see to much potential for abuse here.
An Archmage "Metamagic" level 3 AND "Mind" level 3 should allow a joined promotion for an Archmage: Teaching a spell level 2 to any mage/archmage casters, if the civ has the proper node.
Sounds very much like govannon. Maybe amurite special for unit that have been taught by him?
Gift of units should be allowed again, only if a permanent unit, and in this case the gifted unit becomes time limited, ex 10 turns? (for avoiding some exploits...)
Hmmm, this would only be usefull if someone is at war and don't want to get into war.
Probably not worth it.
As FFH takes a lot of time during turns (at least with large maps and toward the end of the game), not have only the sentence "waiting for other civilizations", bur actually telling you which civ is "playing": Grigori, Calabim, etc... Of course possible only if the engine goes sequentially. Added: the icon of the civ with the leader is displyed. Of course, if civ unknown/unmet, no message at all (for not counting how many unknown civs are left, c.f.: random number of civs some points above)
If it doesn't take to much effort to code it: yes please, otherwise no thanks.
 
Add another random element when creating a new game: Random number of Civilizations! you must discover the map, and also not know who/how many is/are on the map (hence, you don't know beforehand what the game is going to be: start with quick defenses because many civs and frictions, or room to expand widely?....)

Could be nice. Not sure if it is possible though.


With promotion Mobility 2, summoned non-permanent units gives 50% of experience to the caster: it reward casters who are not mele units and should learn from practicing their art, and offer an incentive for Mobility II...

Why require Mobility 2? That seems like an odd requirement.

Dif you mean if the summon has mobility 2 (from the caster's Extension II promotion), or if the Caster does. The latter doesn't make any sense, as this promotion is not available to arcane units.

This would require a master/slave sytem that tracks ho summoned what. That does not exist in FfH, but it does in FF. Also, FF already gives 50% of the summon's xp to its summoner if owned by a summoning trait civ.

A Great Engineer should be allowed to build a tunnel/path across a mountain: should be long (ex: 20 turns in standard?), risky (easy to die with spells unaffected with impassable mountains, or grifons, or Yvain...) but rewarding especially in EREBUS

Possibly. I was leaning towards something that a while back, but now I'm thinking I'd prefer to make a RoK-only promotion that lets units move through impassible terrain. Workers could also get this, and could build roads, mines, and quarries on peaks (this requires some SDK changes). This would not actually make the plots passable though.




An Iron Man game: no F5/F8 and Ctrl-L allowed. 1 autosave only when exiting the game. This being only open from Monarch and above levels.

Ability to clearly set a "rendez-vous" point for your allies and vassals- Not just say (why don't you attack PouetCity) but group allied/vassals troops in an area for a combined attack...

I wouldn't use Iron Man, but rendezvous points would be nice. No idea how it could be done though.

Adept should start with +30% resistance assassins
Why? They are designed to be weak to assassins. Channeling 1 purposefully makes them 25% more likely to be picked off by them.

Kidnapping Adventurers should be possible for Svartalfar (not possible in 0.33e)
I don't think that's such a good idea.

Also, Kidnap only works on Settled Great People. Unless you are playing my version, I don't think adventurers can be settled.

Man-o-War should be +1 strength, and -1 move
Ships in general need a lot of reworking.

Vassal breaking free AND declaring war on you right away should receive a -4 diplomacy points with ALL civilizations (who can trust a treator?...)
Not so sure of this. I don't think your enemies should have a problem with this.


A promotion should be available at level 2 or 3 allowing "summoned units receive + 1 life turn" (from "Life" and Metamagic" mana?)
Impossible without xienwolf's dll, but simple with it. In my version, every level of the Dimensional Sphere will boost duration.

"Metamagic" mana should allow at level 2 to wipe out a spell promotion from a caster and give him back 1 free promotion point (so then a mage can refocus spells into another category). This is a good incentive for Metamagic and keeps doors open...

Don't really like this either. I don't think metemagic should make a unit forget other types of magic, and controlling which promotion to lose could be quite cumbersome. I'd rather Metamagic promotions simply boost xp gain.

An Archmage "Metamagic" level 3 AND "Mind" level 3 should allow a joined promotion for an Archmage: Teaching a spell level 2 to any mage/archmage casters, if the civ has the proper node.

Not really a fan. This detracts from Govannon, imho, even though he currently can't teach second level spells. Also, there isn't really a need to have a new promotion, just a spell that requires both promotions.

A new wonder should create some "magical boots" allowing +2 move, -1 attack : good for giving to the barbarian dragon if it is locked somewhere, or to a good slow unit

I see no need for a wonder. It would be better as just a piece of equipment gained though events, exploring dungeons, etc. I believe such an equipment already exists in FF.


Gift of units should be allowed again, only if a permanent unit, and in this case the gifted unit becomes time limited, ex 10 turns? (for avoiding some exploits...)

I'm of the opinion that gifting should be a game option.

I'd also really like to see Dom Pedro's Conqueror's Delight-style unit trading added (again as an option) along with his nationality and home city tracking. This would allow "contract" spells/promotions, which would let units have limited duration under one player and revert to their real owner after duration runs out, the money runs out, or if you try to delete them. Trading units though diplomacy could probably be made to give out the contract promotion too. It could also be nice if contracted units could me made to refuse to fight their real civ.

As FFH takes a lot of time during turns (at least with large maps and toward the end of the game), not have only the sentence "waiting for other civilizations", bur actually telling you which civ is "playing": Grigori, Calabim, etc... Of course possible only if the engine goes sequentially. Added: the icon of the civ with the leader is displyed. Of course, if civ unknown/unmet, no message at all (for not counting how many unknown civs are left, c.f.: random number of civs some points above)

I believe it already displays [ ] around the name of the player whose turn it is.

Strengthen the role of some "secondary" religions: Council, Empyrean, Dragon?... so then they represent an incentive for civs that are not on the pool position for the classic one. If have never ever seen a word dominated by one of those secondary Religions... ex, offer the ability to a founder of Council/empyrean/... to buy whatever hero! (price proportionnal to the basic strength of the hero!). Should then allow 2 heroes of the same type on the map: the original one, and its nemesis... Don't you want to get rich and spent all your gold on a dragon or the beast of Dis - especially if you are good...- (satanic laugh)???...

The Cult of the Dragon isn't a religion anymore, it is a guild. Of course it can't dominate the world.

The reason the Empyrean and Council of Esus don't dominate is that they come last, by which time most civs already have a state religion. Both are quite strong, but unfortunately most of the Council's advantages don't require you adopt it as a state religion.

The buying heroes seems like a very bad one.
Have in the credits or somewhere the pics of the ugly people who are killing my social life because they make stories, ideas, designs, art (the new fire/smoke effect is "merveilleux"), effects, way too nice... it should not be allowed to terrorize poor citizens with exceptionnaly good mods. This goes against all expensive play-and-throw-away games on the market...

I'll assume that one is a joke.
 
Actually the linking of Summons to Master units isn't impossible anymore, so that one is something which could happen. Though if you link XP back to the caster it might mean reducing the free XP gained by Channeling3 (since at that point you can assume they are capable of at least 1 summon)



For your gathering point, do you mean for working with the AI, or other Humans? Because you can "Ping" the map if you mean with other humans (if you mean with the AI, I didn't even know you could co-ordinate with them to attack a certain city)
 
First of all, thank you Chip56, MagisterCultuum, Xienwolf for having red my lengthy, messy, bad-English post and answer it!
My suggestions are what I wish for my own pleasure, according to my gaming style, and I did it spontaneously while in the middle of an Erebus game, as if I was doing a research brainstorming: no filter, no constraint, no fear to look ridiculous, etc, and I just put my ideas without caring if it is possible, fair, wished by a majority, etc but put everything on the table, and who knows if it won't give birth to better ideas from readers?...;)

Some more explanations:

Random number of Civilizations
An option in Customized game only.
This can perhaps be designed in a 2 steps event.
a- If box “random # civs” is selected, it resets the number of civilizations to the standard number AND it should also select the option with the World already populated with Barbarian cities. The automated number of civs already happens when you manually open, say, 16 civs, then change the size of the map to standard or large: automatically the number of civs are reset to default.
b- The game starts with the regular number of civilizations, so the Civ starting engine is basically untouched which should facilitate the programming task. Then, at the end of the 1st turn, a special silent event occurs, creating civs in the same way you have civs appearing in the game, by instance by occupying (randomly?) a barbarian city. If the number of civs randomly set up by the game is less thanthe standard number, so then the event silently and randomly kills enough civs (but yours!) for matching the number. This random number should also have out-of-bounds, with by instance the variable number be set with a limit of the integer of +-50% of the standard number for a given map (for avoiding deserted lands or Indian-Bombay crowds at rush hours…)

With promotion Mobility 2, summoned non-permanent units gives 50% of experience to the caster
Why require Mobility 2? Actually, it is only because when I play, I do not use much this promotion, and I picked it up in my example for making this spell more sexy (I currently prefer to place my 1 point spell promotion into something else). I have no other reason and it can be any thing else…
My idea is simply to find a way to reward casters when they use their spells…

A Great Engineer should be allowed to build a tunnel/path across a mountain
I do agree that it can be pointless for most maps. But if you play a lot Erebus (like me), - and I do believe that FFH plays better and very differently on Erebus - you will understand the point of having a way to make a shortcut across ranges of mountains! For anything else than Erebus, forget…
I would not like to see workers being able to terraform that much, and the Great Engineer would allow this special terraforming just enough for developing a specific strategy, but not enough for destabilizing the whole concept.

Iron Man game
I do not know if you are like me … I start a game and think to myself “ok, this one, I do it as if I was playing for real, I die, there is not second chance – hardcore”, then the game goes and goes for hours… and after playing my civ half or most of a night, I get the bad nasty guy attacking me and wiping my hopes within seconds. I cannot resist to go back a few turns before for having time to put more troops where I know he/she will attack… Call me cheater, weak mind, etc, whatever, but if you never ever had this temptation and reloaded “just 1 time”, I am afraid I won’t believe you…
I just want to have something where I do know, “I am in for good”, and, why not, paved the way for compared games between us starting on the same map (the way it is for Warkord/BTS contests somewhere else in the site)…
Besides, if you really really want to save before starting a big battle, you need to quit the game, which gives you a break, and it is healthy ...


Ability to clearly set a "rendez-vous" point for your allies and vassals
Of course, it is about single games, not multiplayer.
How to implement it?… Good question…
I have several (stupid?) ideas, not sure if it is easily feasible though…:
- use the multiplayer ping/flare for telling to my allies where to go. I need 1st to visit my ally, and say “why don’t you attack –flare-?”, then close the pop up and ping/flare on the square I expect to see soon my ally.
- variant to this, each civ start with a specific item, indestructible, neutral, and can not be removed by another civ. This item can be let on a spot by a unit: allies would then be expected to go to this point. Possible addition/variant: this item has an automated entangle spell for the cell where it is, that would capture and freeze all units belonging to the civ whose units are expected. The Entangle spell is automatically removed when a unit from your civ come and pick up the item: it unleash what was “trapped” by it. Perhaps also this item can be automatically created in your capital when you meet a cov for teh 1st time: the item is then automatically embedded with the civ name it should entangle. You get then 1 item different for each civ you meet. AI does not have this item, only human player.

Adept should start with +30% resistance assassins
mmm… thinking twice, it is true that Assassins need some food…

Kidnapping Adventurers should be possible for Svartalfar (not possible in 0.33e)
I think Svartalfar spell is only good for G.Priest /Engineer /Prophet /Merchant /Savant…
Adventurers are heroes without being yet heroes (they wait for their conversion), and I am tempted to consider them as being in the Great Person category as they are not yet converted into something/someone else – like a great Person…

Man-o-War should be +1 strength, and -1 move
Another idea is to give them the promotion “heavy”, at start if with a dryport + weaponsmith?

Vassal breaking free AND declaring war on you right away should receive a -4 diplomacy points with ALL civilizations (who can trust a treator?...)
If you stab your friend or relative in the back, your enemy will certainly be pleased at the result, but not at the side effect: being then the next friend/relative of a betrayer…

A new wonder should create some "magical boots" allowing +2 move, -1 attack“It would be better as just a piece of equipment gained though events, exploring dungeons”
Actually, it is true, it would be more “random" and also more rewarding. Exploring graveyards could perhaps produce some special artifacts?…

Everything also related to promotions, nodes and spells are just my attempt at exploring more synergy when some casters can use spells from different nodes…

Have in the credits or somewhere the pics of the ugly people who are killing my social life
Say this to my wife… :lol:
 
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