Two Quick Changes:

Zechnophobe

Strategy Lich
Joined
Sep 1, 2006
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Goleta, California
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.
 
Why aren't tey supposed to have a good economy?
 
No, they're not supposed to have good research. That's why barbs get their little subtraction. As for economy, there's nothing in game to stop them from having just as good an economy as everyone else.
 
Meh, I dunno. The clan isn't supposed to have a good economy.

Consider really what this is though. The Scorpion clan goblins have a fort. Most civs try to kill them and take their stuff. The Clan Trades with them, and becomes a little more prosperous.

And a few little econ bumps from Forts and Lairs isn't exactly going to make them an economic powerhouse.
 
How about cottages being able to be built from the beginning except give all levels - 1 :commerce: which is regained by researching education?
 
How about cottages being able to be built from the beginning except give all levels - 1 :commerce: which is regained by researching education?

That's got some pretty large ramification in terms of game balance. Ordinarily, it is impossible to have an early economy and dodge education unless you're playing the lanun. This makes going education asap all but mandatory for nearly all civs. Removing that is like giving melee units bronze weapons at mining and iron weapons at smelting. Or like giving the elves the ability to remove jungle at no additional cost at the beginning of the game, bypassing sanitation for those who want to expand into difficult but valuable terrain. But both of the afore mentioned features were considered overpowered and removed. I don't really see the dev team adding another feature like that.
 
So you're saying that making the player have a choice instead of being forced to beeline a tech is a bad balance choice?
 
No, the "penalty" would be removed for all levels by researching education. That way you could have a decent economy without any special techs (this helps the AI a huge amount, I've found). Education is still an important tech but it isn't as "must research ASAP or you're screwed" like it is now.
 
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