Ahriman
Tyrant
Well i was able to build reverend mothers after i traded the resource with Bene Ger... so you guys will have to look into that.
Ah, ok. I think this should be Sayyadina only. Or maybe Sayyadina and Sister only, or Sister only?
Well i was able to build reverend mothers after i traded the resource with Bene Ger... so you guys will have to look into that.
a) There are intermediate strength units between, like grenade troopers and hardened bladesmen and a roller.
However: I would think that the economic cost would need to depend on the water deficit. So, if you're -1 water, it costs you say ~3 gold per turn, but if you're -6 water then it costs you ~18 gold.
Is that how it works in Planetfall?
The penalties need to be sufficiently harsh to discourage human player exploits, where you deliberately stop worknig water tiles in order to work cottage tiles instead. And to make it so a -1permanent water debt just stops growth (rather than growth/collapse cylces) at mild economic cost but a major water deficit causes significant hardship.
In planetfall, the system works by having the person pay 2 gold per food that needs to be made up, plus a chance of riots (Except under a certain civic). The mechanics if it were used in this game of course could be different, as mentioned above, though I'm not sure how the coding would work.
What happens if the player has three cities each with -1 food, and only 2 gold available? Does the system automatically decide which cities starve?
No. Its an automatic effect, with no human intervention.Can the user turn this on/off or affect which cities are eligible?
First, I was amazed by the offworld transport window. That stuff blew my head off. Incredible job! I was also thinking that, maybe, it could be adapted to offworld trade, instead of just using a national wonder. At best, you could even give the choice between many planets, each with its own unique stuff, and you could only create a contract with one planet...?
The mod is based on a *lot* of canon lore. I'd highly recommend reading Dune (some of the best scifi ever written) and its next couple of sequels. Far better than the movie IMO.Also, I know that it's based on some lore
There really aren't any obvious other factions we could add, that would have any real feeling of Dune flavor. As it is, Ordos only exists in the computer games (it was invented by Westwood) and Ecaz have very little canon detail about them.but is there plans for more civs? 9 seems a bit short.
We've already removed some of the trade bonuses, like the intercontinental trade bonus, and reduced the foreign faction bonus. I don't think trade income is too high now.Maybe there should be a penalty (or rather a bonus removed, like the sustained peace one or the oversea one if it still applies).
Perhaps less happiness too? Unhealth is a big issue since water is scarce but I never got any problem with happiness... Perhaps there's too many happy resources?
That wasn't what I meant.The transport window is linked to the offworld trade tech, not the landing stage wonder. No building is needed to import units, just the tech.
The problem with trying to make more of this mechanism is that they AI doesn't do it very well. Yes, the AI can buy units from offworld, and puts them in its capital. But its poor at buying only the units it needs, when it needs them. It doesn't know how to instantly reinforce a threatened city, or buy the counter unit to a unit you want to kill, or to buy a particular specialist unit you don't have the tech for yet, or to *not* buy units yet because you don't need them (and want to be able to buy them in futurE).
So making more of this feature tends to weaken the Ai relative to the human.
Yeah, I didn't meant 'some' as opposed to 'lots'. But that doesn't matter.Buying units from multiple worlds won't really make much sense either in the Dune universe, since each House really only has a single homeworld that they could be drawing troops from.
The mod is based on a *lot* of canon lore. I'd highly recommend reading Dune (some of the best scifi ever written) and its next couple of sequels. Far better than the movie IMO.
Yeah, I'd have guessed so. I'd say that you're not ultimately bound to the lore and that it is sometimes something you need to overlook; as you said, Ordos has been created for a game, right? So it has been done beforeThere really aren't any obvious other factions we could add, that would have any real feeling of Dune flavor. As it is, Ordos only exists in the computer games (it was invented by Westwood) and Ecaz have very little canon detail about them.
Certainly there are some other houses, but not with the kind of unique feel that they'd really need to make a good faction.
You're probably rightWe've already removed some of the trade bonuses, like the intercontinental trade bonus, and reduced the foreign faction bonus. I don't think trade income is too high now.
I was playing at Epic speed. Still too quick. Standard sized maps too, perhaps large would work best?I also highly recommend Epic speed for this mod. I play normal for most mods, but the long distances to travel mean that Epic tends to work better here IMO.
Ah, that's a pretty good reason thenWe want Water to feel like the binding factor most of the time, to make water really feel rare. If you start reducing happiness access, then water is less important, because you couldn't grow above happy-cap anyway. You can't really have both water *and* happiness be binding constraints.
Also, happiness can be pretty tough to get if you don't use Hereditary rule and do get big terraformed cities.
Hmm, I'm not sure. I'd say removing the happy bonus from Diamonds is a good idea; I don't have any other.Do you have any suggestions for particular happiness sources you think should be removed?
I could see the happy from diamond resource disappear, and have that just be tile yield and lasgun strategic resource.