Uses for each religion

Ashen Veil: Ring of Fierrrr! Most usuful spell for them priests.

CoE: I like the fact that units on your own territory are invisible with the wonder. That means no more surprise attacks on your hard working worker stacks... and yes, since it takes so long to build improvements now it is even more important. Hippus and their commando caravalry are especially major terror for workers.

For Fellowship and Cthulh... excuse me, Overlords it should also be noted that they get nice, cheap culture boosts from their temples.

I also like some religions for their soundtracks. ;)
 
(Out of character: Thanks, you and the whole RifE team are awesome, I just want to make sure you know that.)
In character: But you could have spent three hours on it! But you didn't! And do you know why? Because you hate democracy!

Well of coarse he hates democracy. He is THE HAMSTER KING!!!
 
Conclusion: Nuke Ireland.

Also, slightly more on topic: What uses does the Fellowship of Leaves have these days?
 
Also, slightly more on topic: What uses does the Fellowship of Leaves have these days?

Great for growing ancient forests and for elves in general, of course. I'm not sure, but I think that starting with v1.3 all your units get a useful foresting promotion if you adobt FoL.
 
Great for growing ancient forests and for elves in general, of course. I'm not sure, but I think that starting with v1.3 all your units get a useful foresting promotion if you adobt FoL.

Ancient forests aren't so great anymore. Not being able to build lumbermills on them is annoying to. Also, that foresting promotion just gives a 15% bonus to ancient forest strength. Which isn't as good when you won't be able to have as many ancient forests as before.

Maybe if Woodsman II was available for all unit types instead of just recon, to help deal with invaders in your forests, or if the free promotion prevented archers from getting obscured line of sight (or whatever the forest penalty is called), or let them take woodsman. Meh. At the moment, I just don't feel very encouraged to take it, especially when not playing as elves, or surrounded by unancientable-jungle
 
Somehow wanting to build lumbermills in ancient forests sounds wrong.
 
What improvements can be built in it thou? It's been a while since I plaid a FOL civ.

Why not have some sort of unique improvements buildable only inside them to represent elven communities living in direct contact with nature.
 
Elven civs can build anything in Forests or Ancient Forests.

I think there was some plan for a FoL-only forest-friendly improvement at some point. There's still camps that can be built in forests.
 
How about giving the camp a cottage like growth that is only accessible with FOL and with the final level only accessible in ancient forests?

That would sure make it an interesting option to have. Have it give bonuses similar to a lumber mill and cottage combined or maybe some :) in nearby cities or something.
 
Sounds like an interesting idea, yeah. Perhaps tying some of its yield to Hidden Paths would be good too so conquerors don't get the max out of them.
 
Somehow wanting to build lumbermills in ancient forests sounds wrong.

I know. It bugs me too. But lumbermilled forests can go ancient, so meh.

"Oh noble tree, paragon of nature's wondrous influence in our frail world, I beseech thee! Grant us the use of these branches for our crusades against those who would harm you!... Also, your first three twiggy children, that treant, a squirrel, and I need some new slipp- What is it Jenkins? Oh! The wood quota! Ahem. Noble tree, please grow about... Hm... Two more feet? I think that will be enough to finish the harbour. Thanks. I'm glad we had this discussion."
 
For elves, ancient forests are really good with cottages and on hills, with mines. Sure, not much food from them, but if you have a few food sources, you will still have your supercity.

What's that: 2 hammers + 6 commerce with a fully grown cottage and 5 and 2 with a mine? Add a river to that for extra crazy income. I must be the only one who doesn't have a problem with ancient forest changes.
 
Re: New Advantages for the White Hand. What about needing White Hand as a prerequisite for building Ice Mana Nodes? (You might need to remove Ice Mana from the list of Mana type required to build ToE for this to work)
 
You guys like the idea? *Melts*

Alright, how about we try and work it out to see what most people will like?

So far we have the standard camp:
:food: +1
:hammers: -1
:gold: +1

As opposed to the standard Lumber Mill:
:food: 0
:hammers: +2 (+4 with tech and civic)
:gold: +2 (max)

What needs to be done is make it competitive to the LM on level 2 and superior on level 3. This is to give FOL civs a reason not to build LM's any more and to offset the fact that it requires specific conditions to happen.


So I propose omething like this:

Camp lvl 1
:food: +1
:hammers: -1 (change it so that it gets +1 with either FOL as state religion or Guardian of Nature civic making it 0)
:gold: +1

Camp lvl 2
Requires FOL
:food: +1
:hammers: +1 (+1 with Guardian of Nature)
:gold: +1 (+1 with Guardian of Nature)

Camp lvl 3
Requires Guardian of Nature and Ancient Forest
:food: +1
:hammers: +1 (+1 with Guardian of Nature)
:gold: +1 (+1 with Guardian of Nature)

Either +1 free specialist in city or if that is to powerful +1 :) or +1 :health:
Personally I would have it give +1 free specialist in the city (with Guardian of Nature) and space them out like Pirate Harbors back in FFH.


And make lumber mills that are in a forest when it turns ancient automatically convert to a level 2 camp. This way, the FOL civs still have incentive to go for the LM or even mine if they really need the extra :hammers: but it gives them a nice all round beneficial alternative.

What do you think?
 
FoL should definitely have some camp yields bonuses, perhaps +1:hammers: and +1:commerce:.

I would advise not tying everything with Guardian of Nature though. And make it so lumbermills = no ancient forest on the tile.
 
I have not plaid FOL a lot in RiFE but in base FFH it comes rather fast for FOL civs. Change the yield links to FOL instead if this is not the case in RiFE.

But what do people think about the idea for the last level?
Personally I would have it give +1 free specialist in the city (with Guardian of Nature) and space them out like Pirate Harbors back in FFH.
 
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