The Doviello!!!!

Charadon in RifE is getting the Warlord trait (for several reasons, we're redoing all leaders, and have a few new traits for Major leaders; Warlord is one). Grants Ambition to Melee/Archer/Recon units, which increases xp gained from battle by 50%. Though that might be dropped down some, and then allow a promotion after combat 5 that is essentially combat 6....

Basium will be one of the other Warlord leaders. ;)
 
well, as I said, the most likely scenario is that the Immortal Great Commander Lucian would only be able to build you a "free" military academy (not resulting in death) after you tech the Military Strategy.
 
I have actually had the successful Lucien at my disposal and he actually can't remove enemy civilisations if they're properly defended. There are plenty of enemy civilisations that can turtle up with enough warriors in a hilly capital to keep him out if you play on a high enough level. You also have to be lucky to get the mighty Lucien as he usually has to start his career attacking at 70-90% and he frequently bites the dust.
No, kill the first scout you meet (about 95% or higher) and you have Strength I+Shock. That's enough for unpromoted warriors. If the AI already has build a promoted warrior you can cast your worldspell to put it down. Those wolfs anyway are useless in most modmods so that's not a real loss. After the second or third won battle Lucian usually is strong enough to have such high probabilities that you don't really have to worry about your opponent.
 
True Senthro, far easier to simply make him unable to GA, build, or recruit, and make him an immortal Great Commander.

Still far better than the current implementation of Lucien. I don't know how many times in an MP game Lucien has died to a bear or a tiger.

Damn, now I really want to make the Doviello start with an immortal Great Commander, as well as giving Charadon Charismatic. Basically remove Lucian and add a warrior and an Immortal Great Commander which can only attach onto units.

This would (in my opinion) make Doviello a more fun civ for multiplayer.
 
I think the Doviello excel in the area of speed. For the Hippus you have to get to Horseback Riding before you can really start to build your army. You could build scouts before that and then upgrade them but that costs a lot of money. The Doviello can just tech whatever they need to get a few more population. This is probably Agriculture, but maybe Exploration if there are deer around (I play wildmana), meanwhile they can be cranking out loads of warriors and can be attacking their nearest enemy in just a few turns with a large stack lead by Lucian.

Like many people I usually give Charadon charismatic, which makes Charadon a very strong leader IMO, at least in the early game. Once mid-game sets in you should have two or three more cities then your closest competitor.
Why do the Hippus need Horseback Riding? They can warrior rush just as well as the Doviello.

I do agree with Lucian becoming an Immortal Great Commander, though only able to add/split units(no military academies, recruiting, or GA).
 
I do agree with Lucian becoming an Immortal Great Commander, though only able to add/split units(no military academies, recruiting, or GA).

So what code do we need to add/change to make it so?
 
I don't really like the idea of the great commander Lucian. I think it would be better to give Lucian a promotion that increases the rate that he gains xp. This would then synergise very well with Charadon's traits (Agg/Cha) and make up for the fact that he can't train up on barbarians due to the barb trait.
 
Ekolite ... Charadon is currently Agg/Barb, I "wish" it was Agg/Cha/Barb. What modmod are you playing?


I personally fully support the "Great Commander Lucien" and advocate all Doviello to take part in the glory. In other words, I think its rather fitting for the Doviello to have such a unique trait that is otherwise only seen in the scenarios. Would do wonders for the Doviello imho. (at least in coolness and fun).
 
Oh I'm playing my own personal copy/Wildmana. I thought most people gave Chardon Charismatic these days..? All it takes is changing a 0 to a 1 in the excel editor.
 
After playing this brilliant mod, I did also stumble upon the Doviello and quickly realised that I didn't understand them. I'm swedish and quite familiar with nordic mythology, the iceland sagas and a lot of swedish folklore and this makes the Doviello more pecualiar rather then less.
I don't know if they are suppose to be vikinglike, or if they are suppose to be animallike, but regardless they are not doing a very good job either way. I get no feeling for them or for the nation. They don't feel alive, the way all the other races do.
I don't want to come and critisize them though. In fact I thought a lot about not writing everything I thought, when I first saw them, seeing how I am at awe at this marvelous work of a mod to civilization. However, I would still think a few things could be considered about this civilisation.

1. Definition? Doviello, sounds spanish. Very spanish, it might not be spanish and might actually have a very different meaning then that I find for it. However it makes me think of entirely different cultures then any nordic ones. But, I don't want to change it, but it's more confusing then helping. What are these Doviello, spanish animalhunters?, wild barbaric vikings?, The wolfmen race?, nordic barbarian race?
I don't know, they could be anything, because they aren't so easily defined as the "horsepeople, the winterpeople, the crazy people, the devil cult people and so on".

In fact the animal-like-people, that-aren't-really-animal-like-and-also-have-barbarians and-giants sounds kinda weird. They also have wolves and a wolf cult, you might add. Then they live in the tundra. Not because they want to, they just do, doesn't help either.

2. If they are vikinglike and I only say if, then there are a few alternative routes to use. One is to use vikingmythology and then you don't need any strange witchwarriors by names such as Verdandi axemen or skuldpeople or Urd knives. In fact I don't even know what that is and I'm from sweden and have read a lot of vikinglore. A LOT! Those witches don't have warriors. They are timegodesses and even that doesn't describe them. They are the three most powerful beings in norse mythology, that doesn't belong to either side of good and evil. They are also in greek mythology and a surprising number of other cultures as well.

If you wanted Vikinglore why not make those warriors into enhärjare(I don't know the english term, maybe Einherjer? Warriors of Odin) instead? Then another could be a Draugh, even if they are undead. The third could be Vaner(God family that wasn't Asar). These are at least warriors, not some strange cult of three extremly powerful witches. If you wanted the witches to be in the game, well make the witches be in the game, not three strange male units...

3. Make more wolf units. If you check nordic mythology, you will be amazed with the amounts of wolves we got that are mythological. We got tons of them and they are all very different. There are the skolls and the Ulvs. The are also the great FenrisUlv, who is so big that even the gods fear him. There's also the garm. In fact Ragnarok beings with the wolf eating the sun. Indeed you could even make the wolf a seperate unit, instead of their mounted unit.
Why not make the wolfman a unit in Doviello army too, there were many myths about wolfmen in nordic mythology, although they weren't necessarily werewolves.


Ofcourse I don't know whats the meaning of the Doviello. Maybe they are fine just they way they are. I mean, I have a hard time understanding mythology I don't know sometimes. Perhaps the doviello is part of such mythology. However in that case it would be fun if something in this civilisation sparked my interest and didn't make me think of them as spanish vikings with witch cults. Spanish vikings with witch cults isn't cool really, in fact it's kinda weird. Sorry for the critisism. I really like most of the work that has been done on this mod. Especially the elves, the religions, the horsepeople, some of the dwarves, the balseraphs and the demons and angels.
I don't mean disrespect and I am sorry if my words seems to totally dismiss this race. I'm sure Doviello is liked just the way they are. This is just my oppinion and my thoughts on how they could be better and really they aren't even all of my thoughts concerning this, but I'm not about to write a book about all the changes you could do, to the Doviello, to make them interesting, although the thought has crossed my mind.

TLDR is understandable. ;)
 
The best idea I ever heard for the Doviello was to make ALL terrain produce a flat amount for them, regardless of improvements or terrain type.

Something like 2:food:1:hammers:1:commerce: with +1:hammers: at some metal tech and +1 :commerce: at Trade and again at some high level nature tech.

This makes them play very different than any other civ, fits their style, would be a lot of fun to play, and not unbalanced.

I wish I could figure out how to do this for my own games... anyone know?
 
In FfH, you can't; Only one civilization can have yields for a specific terrain, so snow and desert are out (Set on the terrain itself, not the civ), and IIRC you can't set improvement yields for a civ.

In anything with FlavorMod, it would be easy to do in the civilization entry. Just unique terrain yields and improvement yields, all of which are used and so easy to see how to duplicate. Can't do the bonus from techs, though, unless you make new techs only the Doviello can research.
 
Thanks a lot for the pointers! Maybe someday when I have a big block of time I'll sit down and give it a try.
 
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