Shatner
Warlord
This is a great game. This is also a great big game with a lots of content and a vast diversity of viable tactics. This means there is also lots of room for stuff to be tweaked, streamlined and so on; no game is so great that it can't benefit from unasked-for advice from people who feel entitled to give it. People... like me.
I wish to break this up into three segments: Streamlining of aspects of the game to make playing the game less tedious, Tweaks to the game to develop select components and Suggestions where I blabber about random things I think would be cool. Items are listed in descending order of what I would be the happiest to see implemented.
Now, onto the meat of this post...
1) When a city is conquered, be able to view what buildings and specialists survived the invasion before having to choose whether to keep the city or raze it. An alternate implementation would be to give units an ability called Sack which destroys a city that was just conquered and incurs the appropriate diplomacy penalty with civilization and raises the AC. This way you can take a peek and see if there are any worthwhile buildings or great people within that'd influence your decision to purge vs integrate. A different trigger for the ability, if it proves easier to implement, is to only be available if the city is rioting. An "Are you sure?" message would be appreciated in case your finger slips.
2) Please, PLEASE reduce the amount of micromanagement involved in having Govannon train other Amurite units. I have two thoughts on this. One is to have a building called "Teachings of Govannon" or whatever that automatically trains units that pass through the city in the same way that units can automatically pick up weapon-promotions from a city with metal. This building can be built by Govannon or simply spawns in whatever city he happens to be in. Alternatively, you could give Govannon a "Teach" skill which trains all units in the stack all the promotions he could normally impart on them (Fire I, Death 1, Chaos 1, etc.) all at once. If you wanted, you could make all units just taught to be rendered immobile for 5 turns to simulate you spending 5 turns doggedly micromanaging. Since Govannon has to first have those promotions himself the "Teach" skill would have to convey only those promotions Govannon already possesses (which may be complicated to implement, I don't know) OR the "Teach" skill would require each of the promotions to use (so he'd have to already have Body I, Shadow I, etc. to use the ability).
3) Make certain spells autocast if the unit hasn't already exhausted their ability to cast spells by the end of your turn. For example, Sanctify, Bless, Heal, Repair, Loyalty, Courage or just about any other buff spell. This way you don't have to meticulously arrange to perform all your actions, attack with all your troops, arrange all your forces for maximum mage coverage and then cycle through all your casters so everyone has regeneration and stoneskin running on them. I would assume some sort of priority list could be created in the code that would resolve which spell to cast when a caster has more than one available. While I don't condone having Life I casters hold back Hell Terrain, it would make the act of doing so much, MUCH less of a hassle for those that do.
4) Does the strength bonus from your forts, castles and the like apply when your units are attacking within their radius? If so, please have that bonus show up in the combat odds break down.
5) Allow Expansive Leaders to build smokehouses at double speed. Sometimes you are up to your eyeballs in mutton and beef with nary a carbohydrate in sight. It just doesn't seem fair, nor does double speed Granaries AND Smokehouses seem too powerful.
6) Make ancient forests give a commerce penalty to the cottage improvements to reign in the rampant elf + FoL + cottage-spam synergy. Having the first two levels of cottage yield one commerce and the last two levels yield two commerce seems equitable. Your Ancient Forest towns are effectively trading two commerce for one hammer and one food; more than fair, I would say.
7) Allow Doviello wolf packs to pillage and give them a bonus vs melee units (in context, police dogs are pretty effective against people on foot so it's not too far-fetched). Failing that, make Doviello wolves cost no support. As is, the Doviello world spell feels pretty weak. Instead of or in addition to gaining empowered promotions from combining wolves, offer XP to the stack (3 or 4xp) and maybe a chance for the Strong promotion.
8) Make Arete give 25% GPP bonus, instead of 20%. Because GPP has to be an integer, 20% has far less effect than it should. Furthermore, it annoys the Khazak who have +45% GPP with overflowing vaults (+25%) and Arete (+20%).
9) If the Kuriotates build City of a Thousand Slums then they can upgrade one more settlement to city. It's thematic with the wonder and it actually gives the Kuriotates a reason to build it.
10) Make the Earth I promotion somehow increase fort development speed. This can either be by manually casting the spell to shave 5 or so turns off of the improvement's evolution, by having the improvement evolve faster when an Earth I promoted unit is standing in that square or by making all forts and the like improve faster if they are in the radius of a city with the Wall of Stone building.
11) Allow sanctify to clear graveyards, reducing AC and giving some sort of bonus to the civilization. I'm thinking the Bless promotion to the units in the stack or the spirit guide promotion to some of your units, chosen randomly (the spirits repay your services to them by assuming vigilance over some of your forces).
12) Generic Place Holder Civics that can be modified to be civilization specific. Crusade is a Bannor-only civic and Fall Further has several more like that as well. Imagine that in each civic column (labor, compassion, government, etc.) there was a place holder civic called something like "civ-only". For most civs, those civics would do nothing and would not be available. However, the Calabim could adopt the Compassion civic and for them it would give them something thematic like where their units start with extra XP but their cities suffer from extra unhealth (call it Blood Initiation or something). However, the Elohim can adopt that "same" civic and for them it gives a bonus to their GPP and Health (call it Nurture Body and Soul). Each civ would affect which civics did what (maybe the Calabim palace causes the extra Compassion civic to offer bonus xp and unhealth). I am suggesting this mainly for the mod-mods and such because Kael and co have made it clear that they don't want to make the civilizations too specialized and that is a laudable design decision. However, for the people who want to go crazy with lizardman civs, undead civs, giant civs and so on I think these place-holder civics would really help their modding. For the record, a Thalassocracy is a rule by maritime leaders... perfect for the Lanun. Hint Hint
13) Auto Draft function for undefended cities. When an enemy unit approaches or attacks a city with the Hall of Mirrors building then an illusory duplicate of them spawns to defend the city. What if, when an enemy unit attacks or approaches an undefended city of the Bannor, for example, the city auto-drafts a defender. Thus a warrior/swordsman/champion/whatever spawns, the city's population drops and unhappiness increases just like usual when drafting. This would represent populations of certain civilizations being unwilling to suffer foreign conquest. After all, I could see the Doviello fighting to the last man; being rage-filled, survival-of-the-fittest savages and all. You could take this to the extreme where a city will actually self-destruct once it's population would be reduced below one (truly fighting to the last man, woman and child) or the city stops spawning defenders once it's population drops too low (say, <= size 2). For further granularity, you could make it so the chance of a defender springing up is equal to the percentage of that civilization's culture in the city. This means, a 100% Bannor city would pop defenders every time, a Clan city that was just conquered by the Bannor would NEVER pop defenders (so cities don't resist their own liberation) and a city that is not fully Bannor would have an appropriately scaled chance of acting "Bannorian" and fighting against long odds. I could see this being thematic for civs like the Doviello, Bannor and Clan as well as cities that have Unyielding Order or the Pillar of Chains built within. And for the record, I nicked this idea from someone, somewhere else in the forum, long, long ago. Cred to whoever that was.
14) Allow Khazak to build mines anywhere. The act of building a mine on a flat grassland tile (for example) already contains the opportunity cost of NOT building a farm, cottage, watermill or lumbermill there. This is a minor point, though, which is why it's at the end of the last list in the whole freakin' post.
Feel free to add your own ideas and critique my own. While I may not be out to mod-mod FFH into a new and exciting form, others are and having a big pile of cool ideas might help them out. And if Kael and Co. happen to spot something they'd care to use, well, so much the better.
I wish to break this up into three segments: Streamlining of aspects of the game to make playing the game less tedious, Tweaks to the game to develop select components and Suggestions where I blabber about random things I think would be cool. Items are listed in descending order of what I would be the happiest to see implemented.
Now, onto the meat of this post...
Streamlining
1) When a city is conquered, be able to view what buildings and specialists survived the invasion before having to choose whether to keep the city or raze it. An alternate implementation would be to give units an ability called Sack which destroys a city that was just conquered and incurs the appropriate diplomacy penalty with civilization and raises the AC. This way you can take a peek and see if there are any worthwhile buildings or great people within that'd influence your decision to purge vs integrate. A different trigger for the ability, if it proves easier to implement, is to only be available if the city is rioting. An "Are you sure?" message would be appreciated in case your finger slips.
2) Please, PLEASE reduce the amount of micromanagement involved in having Govannon train other Amurite units. I have two thoughts on this. One is to have a building called "Teachings of Govannon" or whatever that automatically trains units that pass through the city in the same way that units can automatically pick up weapon-promotions from a city with metal. This building can be built by Govannon or simply spawns in whatever city he happens to be in. Alternatively, you could give Govannon a "Teach" skill which trains all units in the stack all the promotions he could normally impart on them (Fire I, Death 1, Chaos 1, etc.) all at once. If you wanted, you could make all units just taught to be rendered immobile for 5 turns to simulate you spending 5 turns doggedly micromanaging. Since Govannon has to first have those promotions himself the "Teach" skill would have to convey only those promotions Govannon already possesses (which may be complicated to implement, I don't know) OR the "Teach" skill would require each of the promotions to use (so he'd have to already have Body I, Shadow I, etc. to use the ability).
3) Make certain spells autocast if the unit hasn't already exhausted their ability to cast spells by the end of your turn. For example, Sanctify, Bless, Heal, Repair, Loyalty, Courage or just about any other buff spell. This way you don't have to meticulously arrange to perform all your actions, attack with all your troops, arrange all your forces for maximum mage coverage and then cycle through all your casters so everyone has regeneration and stoneskin running on them. I would assume some sort of priority list could be created in the code that would resolve which spell to cast when a caster has more than one available. While I don't condone having Life I casters hold back Hell Terrain, it would make the act of doing so much, MUCH less of a hassle for those that do.
4) Does the strength bonus from your forts, castles and the like apply when your units are attacking within their radius? If so, please have that bonus show up in the combat odds break down.
Tweaks
5) Allow Expansive Leaders to build smokehouses at double speed. Sometimes you are up to your eyeballs in mutton and beef with nary a carbohydrate in sight. It just doesn't seem fair, nor does double speed Granaries AND Smokehouses seem too powerful.
6) Make ancient forests give a commerce penalty to the cottage improvements to reign in the rampant elf + FoL + cottage-spam synergy. Having the first two levels of cottage yield one commerce and the last two levels yield two commerce seems equitable. Your Ancient Forest towns are effectively trading two commerce for one hammer and one food; more than fair, I would say.
7) Allow Doviello wolf packs to pillage and give them a bonus vs melee units (in context, police dogs are pretty effective against people on foot so it's not too far-fetched). Failing that, make Doviello wolves cost no support. As is, the Doviello world spell feels pretty weak. Instead of or in addition to gaining empowered promotions from combining wolves, offer XP to the stack (3 or 4xp) and maybe a chance for the Strong promotion.
8) Make Arete give 25% GPP bonus, instead of 20%. Because GPP has to be an integer, 20% has far less effect than it should. Furthermore, it annoys the Khazak who have +45% GPP with overflowing vaults (+25%) and Arete (+20%).
9) If the Kuriotates build City of a Thousand Slums then they can upgrade one more settlement to city. It's thematic with the wonder and it actually gives the Kuriotates a reason to build it.
10) Make the Earth I promotion somehow increase fort development speed. This can either be by manually casting the spell to shave 5 or so turns off of the improvement's evolution, by having the improvement evolve faster when an Earth I promoted unit is standing in that square or by making all forts and the like improve faster if they are in the radius of a city with the Wall of Stone building.
11) Allow sanctify to clear graveyards, reducing AC and giving some sort of bonus to the civilization. I'm thinking the Bless promotion to the units in the stack or the spirit guide promotion to some of your units, chosen randomly (the spirits repay your services to them by assuming vigilance over some of your forces).
Suggestions and Experimental Stuff
12) Generic Place Holder Civics that can be modified to be civilization specific. Crusade is a Bannor-only civic and Fall Further has several more like that as well. Imagine that in each civic column (labor, compassion, government, etc.) there was a place holder civic called something like "civ-only". For most civs, those civics would do nothing and would not be available. However, the Calabim could adopt the Compassion civic and for them it would give them something thematic like where their units start with extra XP but their cities suffer from extra unhealth (call it Blood Initiation or something). However, the Elohim can adopt that "same" civic and for them it gives a bonus to their GPP and Health (call it Nurture Body and Soul). Each civ would affect which civics did what (maybe the Calabim palace causes the extra Compassion civic to offer bonus xp and unhealth). I am suggesting this mainly for the mod-mods and such because Kael and co have made it clear that they don't want to make the civilizations too specialized and that is a laudable design decision. However, for the people who want to go crazy with lizardman civs, undead civs, giant civs and so on I think these place-holder civics would really help their modding. For the record, a Thalassocracy is a rule by maritime leaders... perfect for the Lanun. Hint Hint
13) Auto Draft function for undefended cities. When an enemy unit approaches or attacks a city with the Hall of Mirrors building then an illusory duplicate of them spawns to defend the city. What if, when an enemy unit attacks or approaches an undefended city of the Bannor, for example, the city auto-drafts a defender. Thus a warrior/swordsman/champion/whatever spawns, the city's population drops and unhappiness increases just like usual when drafting. This would represent populations of certain civilizations being unwilling to suffer foreign conquest. After all, I could see the Doviello fighting to the last man; being rage-filled, survival-of-the-fittest savages and all. You could take this to the extreme where a city will actually self-destruct once it's population would be reduced below one (truly fighting to the last man, woman and child) or the city stops spawning defenders once it's population drops too low (say, <= size 2). For further granularity, you could make it so the chance of a defender springing up is equal to the percentage of that civilization's culture in the city. This means, a 100% Bannor city would pop defenders every time, a Clan city that was just conquered by the Bannor would NEVER pop defenders (so cities don't resist their own liberation) and a city that is not fully Bannor would have an appropriately scaled chance of acting "Bannorian" and fighting against long odds. I could see this being thematic for civs like the Doviello, Bannor and Clan as well as cities that have Unyielding Order or the Pillar of Chains built within. And for the record, I nicked this idea from someone, somewhere else in the forum, long, long ago. Cred to whoever that was.
14) Allow Khazak to build mines anywhere. The act of building a mine on a flat grassland tile (for example) already contains the opportunity cost of NOT building a farm, cottage, watermill or lumbermill there. This is a minor point, though, which is why it's at the end of the last list in the whole freakin' post.
Feel free to add your own ideas and critique my own. While I may not be out to mod-mod FFH into a new and exciting form, others are and having a big pile of cool ideas might help them out. And if Kael and Co. happen to spot something they'd care to use, well, so much the better.