I'd like to suggest another late game mechanic to keep things interesting in FFH2. I realize that the Armageddon Counter was created to fill this niche, but I find it rarely has an effect on my games, and even when it does the effects are fairly predictable.
My concept is another series of events; we'll call them Major Events. They would be late game events (say, after turn 300 in a normal paced game) and would only affect AI civilizations. Their occurrence would be highly random in that they might not occur at all, or you could have two or three in quick succession. They could be turned on with a option in the custom game menu.
I find that many FFH2 games tend to get predictable in the late game. The Major Events would be engineered to get the game untracked and provide some unforseen shifting in the struggle. The main idea is to create power vaccums or spikes in a rapid manner, so some of the events are positive and others are negative.
Here are a few examples I came up with. They are just concepts; I have no idea how effective they would be.
Archeros Spawns - A young red dragon leaves archeros's city and attempts to conquer a lightly defended city.
Claim the Holy Land - A civ that belongs to a religion but doesn't own the holy city decides to claim it's birthright. It begins a military build-up and declares war on the civ owning the holy shrine, which is it's target.
Civil War - A civ goes into civil war. The leader may or may not be replaced after a period of unrest. The civ also has a chance to divide in two.
Fallen Angel (Basium only) - May occur if Basium has entered the world and Hybroem hasn't appeared. He get restless and brands a civ as demon-worshippers, vowing to destroy them. He declares war and adopts the crusade civic.
Retire (Sidar Only) - The Sidar completes its transformation, fading from view entirely. They are removed from the game, with only empty cities left in their wake.
Werewolves! (Doviello only) - A werewolf infection spread like wildfire. All of the civ's melee, archer and mounted units become werewolves.
My concept is another series of events; we'll call them Major Events. They would be late game events (say, after turn 300 in a normal paced game) and would only affect AI civilizations. Their occurrence would be highly random in that they might not occur at all, or you could have two or three in quick succession. They could be turned on with a option in the custom game menu.
I find that many FFH2 games tend to get predictable in the late game. The Major Events would be engineered to get the game untracked and provide some unforseen shifting in the struggle. The main idea is to create power vaccums or spikes in a rapid manner, so some of the events are positive and others are negative.
Here are a few examples I came up with. They are just concepts; I have no idea how effective they would be.
Archeros Spawns - A young red dragon leaves archeros's city and attempts to conquer a lightly defended city.
Claim the Holy Land - A civ that belongs to a religion but doesn't own the holy city decides to claim it's birthright. It begins a military build-up and declares war on the civ owning the holy shrine, which is it's target.
Civil War - A civ goes into civil war. The leader may or may not be replaced after a period of unrest. The civ also has a chance to divide in two.
Fallen Angel (Basium only) - May occur if Basium has entered the world and Hybroem hasn't appeared. He get restless and brands a civ as demon-worshippers, vowing to destroy them. He declares war and adopts the crusade civic.
Retire (Sidar Only) - The Sidar completes its transformation, fading from view entirely. They are removed from the game, with only empty cities left in their wake.
Werewolves! (Doviello only) - A werewolf infection spread like wildfire. All of the civ's melee, archer and mounted units become werewolves.