In most of my games i made the experience that i always have at least one or two global yields (leather, metals, stone, herbs, lumber) that i never use, because i never get such a diversity of troops and improvements. I also think that we have too many global yields at the moment (the upper left panel feels a bit crowded).
Secondly i think that if global culture is here to stay it has to be greatly expanded upon and i also think that the epic destinies could use a revisit, because some of them are just build x units or cast y spells, i.e. nothing really noteworthy or epic.
I therefore propose:
1.)
Introduce a new global yield called Glory (or rename empire culture to Glory).
How to you get Glory:
you can get glory by:
What can you do with Glory:
These suggestions would aim to make the epic destinies more gradual and rewarding (i.e. you no longer gain a bonus after building 200 units of a certain kind, but for every unit build you may get Glory which you can immediately spend) and would greatly expand the usage of the former empire culture. the name change alone would also make a bigger distinction between city culture and culture as a global yield.
2)
Merge some of current existing global yields, so we remain with:
to accommodate these changes, buildings that boost global yields should only boost the income of their respective improvements, i.e. a mining guild only increases Armament Material income for mines and not for other improvements and so on.
This would keep the global yield system a bit more tight and you don't end up with global yields that you most likely never use.
Secondly i think that if global culture is here to stay it has to be greatly expanded upon and i also think that the epic destinies could use a revisit, because some of them are just build x units or cast y spells, i.e. nothing really noteworthy or epic.
I therefore propose:
1.)
Introduce a new global yield called Glory (or rename empire culture to Glory).
How to you get Glory:
you can get glory by:
- Exploring Lairs (small chance, dependent on the level of the lair)
- Defeating enemy troops (small chance)
- Win a combat with low combat odds
- Defeat heroes, world units, mana guardians, enemy civilizations
- By performing civilization specific tasks. These would be similar to the former epic destiny win conditions, for example if you play with the baleseraph you can gain glory whenever you steal a promotion with your mimics or mutate a unit. Or if you play with the sheaim you can get glory per turn dependent on the armageddon counter, if you play as the svartalfar you get a lot of glory by defeating the ljosalfar or stealing great persons or killing enemy units without declaring war and so on.
What can you do with Glory:
- buy hero promotions (i.e. you can't just promote any high level unit to a hero, you need to spend Glory. The same is true for hero classes)
- some truly devastating spells can cost Glory in addition to mana (or you can make high end spells more devastating by using Glory)
- some of the most advanced buildings need Glory
- tier 4 units, or their technologies use Glory. you can't just sit back and research beast masters for example.
- city modifiers can be increased with spending glory (for example more gold income, or more improvement slots, ...)
- if the epic destiny win condition is enabled you win, if you have a certain amount of glory accumulated (dependent on map size)
- perhaps buy great persons (i don't know the details of the new system yet)
These suggestions would aim to make the epic destinies more gradual and rewarding (i.e. you no longer gain a bonus after building 200 units of a certain kind, but for every unit build you may get Glory which you can immediately spend) and would greatly expand the usage of the former empire culture. the name change alone would also make a bigger distinction between city culture and culture as a global yield.
2)
Merge some of current existing global yields, so we remain with:
- Building Materials: used to speed up buildings. gained with quarries (a lot) and lumber mills (few)
- Armament Materials: used for weapons and armor. gained with mines (a lot), lumber mills (few), camps (few)
- Elixir Materials: used for potions and poisons (and perhaps equipment for arcane units in the future). gained with camps (few) and plantations (more)
to accommodate these changes, buildings that boost global yields should only boost the income of their respective improvements, i.e. a mining guild only increases Armament Material income for mines and not for other improvements and so on.
This would keep the global yield system a bit more tight and you don't end up with global yields that you most likely never use.