Zechnophobe
Strategy Lich
I don't normally Mod my own code because I'd rather focus my efforts on the greater good.
However, I had two simple and cool idea that I thought could help the game out.
1) Goblin Forts and Lizardmen Ruins now give +2 commerce. Clan of embers, who are at peace with the barbarians, will be able to work these tiles to get the bonus.
2) Cottages now have a small random chance to spawn randomly during map generation. This will help ease the economic woes of AI's, and give pillaging civs something to pillage in the open fields.
My further thoughts on how these changes could be improved: Worked Goblin forts and Lizardmen Ruins could upgrade to a Clan specific dungeon type improvement after a long time, that would allow them to hire special units, and perhaps have a larger bonus to money and/or commerce. Secondly, I'd like to make tribal villages have a small chance to turn into Hamlets. If they are close to your empire, you can settle near them for obvious advantages. If they are far away, you can pillage them for obvious advantages.
However, I had two simple and cool idea that I thought could help the game out.
1) Goblin Forts and Lizardmen Ruins now give +2 commerce. Clan of embers, who are at peace with the barbarians, will be able to work these tiles to get the bonus.
2) Cottages now have a small random chance to spawn randomly during map generation. This will help ease the economic woes of AI's, and give pillaging civs something to pillage in the open fields.
My further thoughts on how these changes could be improved: Worked Goblin forts and Lizardmen Ruins could upgrade to a Clan specific dungeon type improvement after a long time, that would allow them to hire special units, and perhaps have a larger bonus to money and/or commerce. Secondly, I'd like to make tribal villages have a small chance to turn into Hamlets. If they are close to your empire, you can settle near them for obvious advantages. If they are far away, you can pillage them for obvious advantages.