Ahriman
Tyrant
Financial trait is too powerful, easily the strongest trait in the game.
This is partly because of how cottages next to wells immediately give 2 commerce (bumped to 3) and turbines on graben give 2 commerce (bumped to 3),
This is the main reason that Ecaz and Ordos do so well (and Leto Atreides), along with their free-trading AI leaderheads that will tend to trade techs with just about anyone.
My suggestion is to remove the +1 commerce part of the trait, and give some mix of trade bonus (+50% foreign trade route yield, if thats possible?) and double speed for a lot of trade/mercantile buildings.
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On traits, my original intent was for Political to give double build speed for Imperial/CHOAM buildings, while spiritual did it for Mahdi, Shai-Hulad and Qizarate. But right now spiritual does it for all "religious" buildings
If we think spiritual isn't strong enough, then how about we make it give +1 movement rate (or: suspensors) to missionary units?
We could create a new unit class for rel
* * *
I also think that the late-game Mahdi unit-boosting building isn't that interesting. The distinguishing characteristic of Mahdi is (should be) the hordes of zealots
Problems are that the AI doesn't really build these much (doesn't understand their value), and that these become obsolete before the AI researches all the tech needed for them. We need to figur
I also think Mahdi might be much more interesting if there was a late-game upgrade for the zealot that was still cheap and retained the no upkeep cost but was higher strength (still lower strength than regular units of its tech tier).
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Technocracy is still fairly uninteresting. I think we need to boost its shrine significantly. Maybe give it +1 hammer per city with Technocracy?
This is partly because of how cottages next to wells immediately give 2 commerce (bumped to 3) and turbines on graben give 2 commerce (bumped to 3),
This is the main reason that Ecaz and Ordos do so well (and Leto Atreides), along with their free-trading AI leaderheads that will tend to trade techs with just about anyone.
My suggestion is to remove the +1 commerce part of the trait, and give some mix of trade bonus (+50% foreign trade route yield, if thats possible?) and double speed for a lot of trade/mercantile buildings.
* * *
On traits, my original intent was for Political to give double build speed for Imperial/CHOAM buildings, while spiritual did it for Mahdi, Shai-Hulad and Qizarate. But right now spiritual does it for all "religious" buildings
If we think spiritual isn't strong enough, then how about we make it give +1 movement rate (or: suspensors) to missionary units?
We could create a new unit class for rel
* * *
I also think that the late-game Mahdi unit-boosting building isn't that interesting. The distinguishing characteristic of Mahdi is (should be) the hordes of zealots
Problems are that the AI doesn't really build these much (doesn't understand their value), and that these become obsolete before the AI researches all the tech needed for them. We need to figur
I also think Mahdi might be much more interesting if there was a late-game upgrade for the zealot that was still cheap and retained the no upkeep cost but was higher strength (still lower strength than regular units of its tech tier).
* * *
Technocracy is still fairly uninteresting. I think we need to boost its shrine significantly. Maybe give it +1 hammer per city with Technocracy?