Two Suggestions

Master_Hugian

Warlord
Joined
Oct 27, 2006
Messages
176
1)
Civilization: Illians


If the Illians are able to obtain the Pieces of Barnaxus, then they are able to rebuild him and from then on are able to build Ice Golems.

Ice Golems: Requires Iron Working and Barnaxus
Unique Unit for Illians
National Unit (4 maximum)
Strength: 4+4 (Cold)
Movement: 1
Cost: 180

Cannot enter Desert, Burning Sands
+10% Tundra Defence/Attack
+20% Ice Defence/Attack
Starts with Golem, Immune to Cold, Vulnerable to Fire
+1: Affinity for Ice Mana

2)
Civilization: Bannor

To further represent the hardship every citizen is subjected and how every citizen is prepared for war. Perhaps whenever an enemy unit razes a cottage tile they receive damage as the inhabitants strike back. This will make invading Bannor lands slightly more difficult.

Any suggestions or thoughts?
 
1) neat, but why just Illians? Why can't the elves build Oak golems or Belseraphs build clown golems (yes, golems made out of clowns)? The flip side is that Barnaxus is supposed to be unique, it doesn't necessarily make sense that a whole civ would learn the magic behind animating inanimate objects just because they find Barnaxus.

Heck, if they find Barnaxus how are they even going to know how to put him back together? Its not like reverse engineering a DVD player (I'm on to you, Coby), its magic and intangible.

2) Makes sense from a thematic point of view but again, why? Towns aren't pillaged that often... I think most humans generally just capture the city and keep towns anyway. Usually it seems to be barbs and the AI that pillages so you'd just be handicapping the AI.
 
I thought just the Illians as in the Age of Ice, when the Illians captured Barnaxus, they forced him to create Ice Golems. (At least thats if I read the pedia entry correctly)
 
They did, but only because Mulcarn gave him sentience (sort of at that point) and instructed him to do so. There's no way that Barnaxus would ever make golems for anyone else unless a god used their powers to force him to.
 
The Bannor idea would be an interesting synergy with their demagogue spawners. Kind of passive for my tastes though. I would rather it working like Ancient Forests where moving onto the improvement has a small chance of spawning a demagogue/appropriate tech unit with a countdown timer.
On the subject of demagogues, I wish there was some benefit from having some when you end a crusade. Something like half the XP (or one fourth or whatever works with balance) turning to gold when they disband. Would also help with the economic chaos that can follow a really long crusade where you've captured a good chunk of the world but been unable to build anything to improve its economic impact.
Might also be fun if a successful crusade (one wherein you wipe out the enemy) would give you some permanent happiness. Maybe one happy for every Civ destroyed. Also, if you're still at war with a Civ when you end the Crusade, it adds a big chunk to war weariness. Encourage you to finish the job. Plus, that little bit of extra happiness would be a great incentive to use the Civic even for small wars.
Hope I'm not hijacking your thread here. These ideas have just been spinning around in my head for a few days.
 
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