Warhammer Fantasy Battles Mod Brainstorm Thread

There's a great orc leaderhead in the Dragonia II mod.
You might ask the mod leader can you use it
 
no i think that it's a new one. It's great quality
 
I think there is a problem with culture.
You can always play with the "no cultural city conversion" option but i don't think it fits well with the warhammer spirit.

Indeed i can't see an orcish city revolting because she has been impressed by the poetry of an elven theatre.
What about imperials and bretonians, they are from the same race you will say. The world of warhammer is a really xenophobic one, and people of 2 villages distant of 10km will not even really trust the other. Ask a brettonian beer in an imperial tavern or mistake a tilean for an estalian and your good for a dagger up your as* . That's why i think the cultural border thing should be changed.

I'v got a simple idea. This idea is worth what it's worth but it as the merit of demanding no complex modification.

For all the "culture" buildings (like theatres) just make them give happyness to the city where they are build.

Now for the borders, instead of a cultural amount, replace it by a military control amount.
For example, a "monument" (+1 culture) would be remplaced by a "watch tower" (+1 military control).
Further building would give more bonus.
For example, later the player will be able to build "guard posts net", "Border keeps" or "Organised militia" buildings to expand his borders.
These buildings could even not be all military building. A "Local spy network" building will represent the corrupting of foreign local autorities to switch their allegiance etc...
In fact it will be the same as the old cultural system with only other buildings and another icon (to replace the vanilla "music" culture icon).

Moreover, the cultural slide bar could remain (it will represent the money spent on paying patrollers, maintaining border fortifications, bribery etc...)

This system will represent the daily skirmish between the realms of warhammer who are not at war.
For example, The bretonnian built a lot of military control buildings to expand his borders on the Marienburg city lands.
(the brettonians knights invades some little fareway villages near Marienburg and settle here with their peasents)
The imperial player doesn't want the brettonian to expand his borders here so he set the "cultural" slide bar to 40% and a few turn laters, the brettonian borders are driven back to where they were before.
(The empire bribes the brettonian knights to make them leave and the marienburg burgmeister pay mercenaries to drive the other knights back to brettonia.)
Lands were taken and lost by force but no war was declared. (imagine this with theatres and monuments : /)
 
In the world of warhammer, the different authorities can barely control their lands. For example, the empire cities are island of civilizations in the middle of dire woods and beastmen infected forests. The villages and town outside the great city walls are part fo the empire but a lot of them have little communication with the central power and in some case weeks and even months pass before their destruction is discovered.

To represent this i'v got an other idea: Reduce the fog of war removal only to the lands actively exploited by the cities (and the lands directly in contact with the city).

Beastmen, brigands and mutants could spawn in the foged lands near the city (but don't pillage improvment otherwise it will suck... but make them inexploitable until the barbs are killed).

It will make the building of forts inside your borders more useful (accordingly to the warhammer world).

Another idea (more complicated this time) would be to put the war to 2 levels:
the first normal level with open happy slaughter
And the other more to the hidden level.
For example make the cultist unit for chaos invisible and able to make a "Heretic cult" improvment in another player land. This "heretic cult" improvment will give malus to the other player (and perhaps bonus to the chaos civ). Moreover, this cultist unit will be able to spread the chaos religion in ennemy cities without being discovered.
On the other hand for example, the imperial player will be able to build a "repurgator" unit wich is able to see and kill the cultist unit and to destroy the "heretic cult" improvment.

Each civ can have his own sort of "hidden agent' and "hidden improvment" (skaven pit, orc plundering band, vampire necromancer den etc...). And the standard spy unit will still be available.

Perhaps you can even add the random spawning of "dungeon". These dungeon could spawn on your land and will be invisible. Only your hidden agents units could find and loot it (the dungeon can give bonus/malus like the goody hut).

Just my 2 cents
 
Ok here is my £.02 on this mod.

First - I think you are trying to have to many races to begin with; To be honest wouldn't this be easier to get going with say 4 or 6 races and get them working nicely, and well integrated with the mod engine before trying to add extra ones?

Second - The races that are already in the game disappoint me, you have got races like Ind, Nippon, Cathay and a few others that aren't really Warhammer races. Sure they are mentioned in the fluff but no one every sees them as serious races, I doubt anyone ever thinks "I know I'll start a Cathayan army next". I would have tried to have, as I said above, a few well known races. Something along the lines of FFH, maybe 2 good, 2 neutral, and 2 evil ones. I personally am not going to be that bothered if this mod doesn't have a plethora of races in it, as long as I can pick (or have the AI pick) races that I know and love.

Third - I see that you are basing this from the FFH mod, which I think is a great mod. You are on the right track on magic items and spells - leave them out until later, but do plan for them now. Figure out how they will work so that when you try to integrate them later you can. ( I am sure you know this already though )

Fourth - Religeon, I liked how you had to build a certain structure to start a religeon, but what about maybe having great people being able to found them instead - i.e. a great general founding the empire religeon (sigmar) or even some using the new random event system to create tasks to be completed before the faith is founded. A third idea is just to have your religeon from the beginning of the game - orcs racially know about Gork and Mork after all, and skaven know about the horned rat.
Religeons should also not be able to spread to other races ( as no elf would ever follow gork or mork, or sigmar, and no human emperor would think of having his civ follow assuyian ) - this is the purview of cults
(ps i know I can't spell religeon)

Fifth - Cults, as I said on another post you could use corperations to represent cults, this would then allow you to spread some pseudo religeon around. Cults would could also allow you to create units and heros, but would depend on your races alignment

Sixth - Alignment - I assume you are going to have an alignment system similar to FFH?

Other random thoughts
Magic Items? Easily done I suppose - axe of Orthus
Skaven tunnel systems? could be done like airlifts


I am sure I will think of other things later but its 6am so I am going to go to bed.

Oh and in case I hadn't said - I do really like the way this mod looks, its just some of the implementations in it leave me wondering how much the creators know about the fluff
 
As one of the brainstormers behind the mod.... i can assure you we know alot about the fluff... but putting the fluff into the mod is all but impossible in many cases... simply speaking having Brettonia functioning as it should is easier said than done; making it function like a Medieval state levying Knights and Peasants only during wars excepting the House Guards of the Higher Nobility (Barons) and the Kings Royal Forces (would require an absolute overhaul of how they work, instead of making units you would have to just levy troops (because thats how the fluff portrays it))

Then how do you represent the various factions inside Brettonia and the Empire? do you have units refuse to fight at times? or do you have electors and dukes fighting with each other (how do you impliment that)

The basic problem is that alot of the if it exists is encased in other functions... and sadly we dont have designated programmer atm... :cry:
 
In a perfect world, each civ should be unique in his use and abilities (as you said massada, brettonian levying troops etc...). There would be easy way to find something truely unique for each civ like:

Empire: Every x turn (say 50-60 years or turns , based on the time scale) the elector count elects a new emperor : A city is randomly (or not randomly) choosen in the 6th biggest cities of the empire and a palace is automatically created in this city. (to represent the capital changing with the new emperor being elected)

Brettonia: high up keep for units but fast unit production. Forts improvments inside your borders provide you with more free upkeep units

Skaven: Hidden borders and weak base units but able to levy 3 (or more) units per population points.

Dwarves: new units get free promotions when others units are killed and unhappyness grows until X units of the hated races have been killed
(for example 10 dwarves units are killed in 2 turns by skavens, the new dwarves units get the "skaven killer" free promotions. Moreover the dwarves cities get a +3 unhappyness "we want to be avenged!" until 20 skavens units have been killed by the player).

These are just "on the spot" examples and would be difficult (at least long and laborious) to implement. But i'm sure on the longer terms would be really nice.
 
@ Solwen:
your idea of military control really interests me. i like the idea or replacing culture to suit the xenophobic nature of the WH world. as you say, it will be exceptionally simple to implement (mainly building changes, and the changing of the 'culture' to 'military control') but the thing that im not sure about is that all the old cultural buildings, (monuments theatrs etc) will create an excess in happyness making unhappiness not an issue. I know unhappiness is a pain and i hate it too, but it is an essentical part to the balance of the game. so, im wondering, what can we do to prevent over-happiness?
-should we replace SOME cultural bonuses with happiness and otheres with GPP (bards)?
-or eliminate theatres etc altogether (i think not).
-or keep culture and have some cities have cultural boarders (ie cities in the centre of an empire like the capital), and others with military conroled boarders (ie cities on the outskirts of the empire). this is probably going to complicate things again but im gonna say it anyway: we could have the 2 bars, culture and military control. these 2 bars 'compete' in a sence to determine the cultural boarder, ie if the military control (MC) in a city is greater than its culture, the MC determines the boarder, and if the culture in a city is greater than its MC, the culture determines the boarder. we could give some minor aditional bonuses to MC (extra defence) and cultural (extra happiness) buildings that only come into effect if the corresponting bar is dominant. (ie if MC is dominant the defence bonses apply but the happiness ones dont and vice versa)

@ Solwen:
i personally dont like the idea of reducing the FOW.
but i love the idea of religious spys :)

@ Fliptop:
First - you make a good point here, it would be much more simpe to get the non civ components sorted out with fewer civs. im not too sure how ploe is going about this conversion because it is beyond my comprehending, but im pretty sure he plans on installing civs in stages. you would have to talk to Ploe for details.


Second - it dosnt make much sence ot remove these civs to replace them with more 'popular' civs when they are already installed. i personally want all the plethora of races to choose from. having a choice between empire, high elves, dark elves, chaos, orcs and Dwarves would extremely frustrate me, there is just no diversity with few civs.

Third - the magic system from FfH is only going to be a base, i think were doing away with 'mana nodes' but im not sure what other changes are happeing. as you say, that will be one of the last implementations as it will probably be difficult.

Fourth - Religion has been one of those points of discussion that really are variable. there have been lots of different ideas on how to implement religion and im not sure what one we chose to stick with :crazyeye: (i havent actually played the mod i a while) unfortunately i think the structure building to found a relgion requres a programmer (that was my Core religion and Sub religion idea that flopped) and as we dont have one it never worked out, plus it was overcomplicating matters. Quests would be cool, having a prophet from the gods come to your people and offer a quest in exchange for the gods favour would be very fun indeed, but im not too sure how easy it would be to implement without a programmer :( i dont want civs to be forced to have the same religion, the point of this game of the change history, What if the Orcs had followed Isha, or what if Darkelves had followed Assuryan? What if Empire converted to chaos worship? of course, we try to make it more attractive for civs to found their correct religion so it fits the fluff (ie a shorter tech path) but i would still like diversity.

Fifth - i think cults could be bettrer implemtented through the use of religious spys, such as the one Solwen posted

Sixth - there will be no alignments in WH, this was decided in a very heated discussion. Alignments just dont seem to fit he WH universe as most races appear neutral, and very few are evil. and some that can be considered evil, Orcs, Chaos, Khemri, dont actually like each other. Orcs fight chaos as much as empire do. so evli alignments would not work, and that means neither would good.

I certainly hope magic items will be implemented, i would like to see heores start with magic items as described in the army books that can be transfered to the unit that kills them. it would also be good if units that killed heroes got a hero promotion themselves as the elimiation of a powerful hero is not a simple feat.

Oh, and we certainly do know about fluff, i own almost every army book and have written out a brief history of each civ and leader that we hope to implement (if you join the team there is a thread in the team forum called
"Warhammer Background: What is this Warhammer thing anyway?" that has a lot of fluff in it. (i think we should move that thread to public Ploe) Plus i have been playing WH fantasy since i was 9. masada certainly knows a lot as do many other team members. as masada mentioned, it is just too difficult to implement all the fluff without a dedicated programmer.
 
@Solwen and PH...

I agree that military influence would be interesting... i would change it to something like Hegeomony instead...

Military influence in Warhammer isnt essential to ruling a state, Tilea is divided into a bunch of warring states but they still see themselves a people "Tileans" maybe Citizens of City X then Tileans instead of straight Tileans...

But lets not forget that until the German Empire was proclaimed... Germans were Prussians or Hannnoverians first... and Germans culturally and lingustically but nationally something else...

The same applies to the Empire you are an Ostlander first... and a citizen of the Empire last...

Allmost all the "nations" in warhammer are like that... not true nation states the elves would be the exception even then regional variations tend to colour the way they work
 
Yes masada, could change the name to "Hegemony" (military control was just an example so everyone understand the basic idea behind it).

About the old cultural buildings giving too much happyness, the easiest way of fixing that is adding more unhappyness factor (from cults, some ressources, war, buildings or even the diplomatic choice of the player).

As it is a brainstorming thread, i'll throw another idea (maybe not a good one but who knows): Forest are really important in warhammer (especially for the empire) and i think it would suck to have after 150 turns of play a forest free, roads filled empire (as it is in all civ late game). Forest are a blessing and a curse to most civ in warhammer (the forest are places where beastmen, cultist, mutants, outlaw and horrid things hide) and people have really hard time deforestating even small forest patchs (due to the beasts haunting it and the traditional and mystical importance they have to the people)

The idea would be to make the deforestation option unavailable (perhaps available only to dwarves) if no ressources is on it. To balance things, remove the forest spreading or largely reduce it's rate. ( and make lumbermill available in early-mid game)

Another option would be to put a new forest type. Something like a "primordial" or "deep" forest thing. These forest tiles woud give the same bonus as normal forests but will be undeforestable. Moreover they could spawn animals, monsters etc...

Additionaly, the wood elves (maybe even the high elves) should be able to create forest (as in ffh) and the lizardmen jungles and/or marsh (as they did in Albion)
 
well i agree with the forest thing, but dont make it totaly impossible to cut forests down just make it more attractive to keep them there. have extra improvements which utilise forests: Orchard (equivilent of a farm), Lumber mill (increase production), enable building of cottages in forests with a certain tech. Woodelves, Lizardmen, Amazonians and possibly Albion and High elves should get bonuses to these improvements to show their affinity with forests. make forest improvements impossible to build for dwarf nations and have better mines etc. i like the Deep forest. it could be a random event "the Deep forest near Alfheim is reported to house a colony of beast men" " the Beasts of the Deep forest near Athel Loren are raiding the countryside!"
 
Hegeomony is a way of doing "culture" without calling it culture... broadly it represents control... military, culturally, lingustically etc its just a broader measure of "culture"

Hmmm for the way cities work... hmmm problematic... i tend to agree with Solwen its far easier to make other things have a negative effect, eg cults etc

If we were to change the core mechanics we would run into a fall from heaven problem... i.e the game for me and PH as well tends to bore you in the start not enough options its awesome later on when you have a great deal of freedom in what you do... but early on its a drag if we were say to make Cities more prone to unhappiness we would be excaserbating the problem... i.e by crimping the possible taxation and income you can make that combined with the other inherant problem that if you city is in a good spot... you end up with a size ten city pumping out warriors a turn and running at -10 at 0% science... (been at that rate in FFH and WH many many times...) expanding to quickly should be punished but not by bankrupting you

So happiness can be combated by having negative happiness stuff...

./Cheers at Solwen great idea about the forests... i do remeber that in civ3 in Rise and fall of the Roman Empire they had Primordial forests which blocked Roman troops from conquering barbs...

Having them spit out monsters would be awesome...

But i wonder would it be worth it? Personally i find civ4 to be a bit to cluttered for my liking.. even on large maps there is an incentive to crowd your cities together... now lets put that into Warhammer perspective... there are like 10 cities in the Empire and 5-7 in Brettonia 3 in Kislev of a size where they are cities not just large towns... so does that bring to light an interesting question? Why do we allow so many cities to pop up? having awesome terrain is kind of pointless when cities culture lap it and it falls into a useless catagory... and another question have barbs ever really threatened your empire ever? Not FFH with a hero barb running around but normally? So maybe we need to make barbs have teeth? Just thinking aloud :D

But warhammer cities to me tend to be isolated for the most part and deal with stuff on there own...
 
I think there is a problem with culture.
You can always play with the "no cultural city conversion" option but i don't think it fits well with the warhammer spirit.

Indeed i can't see an orcish city revolting because she has been impressed by the poetry of an elven theatre.
What about imperials and bretonians, they are from the same race you will say. The world of warhammer is a really xenophobic one, and people of 2 villages distant of 10km will not even really trust the other. Ask a brettonian beer in an imperial tavern or mistake a tilean for an estalian and your good for a dagger up your as* . That's why i think the cultural border thing should be changed.

I'v got a simple idea. This idea is worth what it's worth but it as the merit of demanding no complex modification.

For all the "culture" buildings (like theatres) just make them give happyness to the city where they are build.

Now for the borders, instead of a cultural amount, replace it by a military control amount.
For example, a "monument" (+1 culture) would be remplaced by a "watch tower" (+1 military control).
Further building would give more bonus.
For example, later the player will be able to build "guard posts net", "Border keeps" or "Organised militia" buildings to expand his borders.
These buildings could even not be all military building. A "Local spy network" building will represent the corrupting of foreign local autorities to switch their allegiance etc...
In fact it will be the same as the old cultural system with only other buildings and another icon (to replace the vanilla "music" culture icon).

Moreover, the cultural slide bar could remain (it will represent the money spent on paying patrollers, maintaining border fortifications, bribery etc...)

This system will represent the daily skirmish between the realms of warhammer who are not at war.
For example, The bretonnian built a lot of military control buildings to expand his borders on the Marienburg city lands.
(the brettonians knights invades some little fareway villages near Marienburg and settle here with their peasents)
The imperial player doesn't want the brettonian to expand his borders here so he set the "cultural" slide bar to 40% and a few turn laters, the brettonian borders are driven back to where they were before.
(The empire bribes the brettonian knights to make them leave and the marienburg burgmeister pay mercenaries to drive the other knights back to brettonia.)
Lands were taken and lost by force but no war was declared. (imagine this with theatres and monuments : /)

Sounds good to me. I think in Herf's medieval mod they do something similar(using influence instead of culture). For the Warhammerworldscenario I will simply switch off cultural flips as default setting. For watchtowers providing culture I'll have to see how it's done in Final Frontier but it shouldn't be too hard to implement.
 
Ok here is my £.02 on this mod.

First - I think you are trying to have to many races to begin with; To be honest wouldn't this be easier to get going with say 4 or 6 races and get them working nicely, and well integrated with the mod engine before trying to add extra ones?

Second - The races that are already in the game disappoint me, you have got races like Ind, Nippon, Cathay and a few others that aren't really Warhammer races. Sure they are mentioned in the fluff but no one every sees them as serious races, I doubt anyone ever thinks "I know I'll start a Cathayan army next". I would have tried to have, as I said above, a few well known races. Something along the lines of FFH, maybe 2 good, 2 neutral, and 2 evil ones. I personally am not going to be that bothered if this mod doesn't have a plethora of races in it, as long as I can pick (or have the AI pick) races that I know and love.

Third - I see that you are basing this from the FFH mod, which I think is a great mod. You are on the right track on magic items and spells - leave them out until later, but do plan for them now. Figure out how they will work so that when you try to integrate them later you can. ( I am sure you know this already though )

Fourth - Religeon, I liked how you had to build a certain structure to start a religeon, but what about maybe having great people being able to found them instead - i.e. a great general founding the empire religeon (sigmar) or even some using the new random event system to create tasks to be completed before the faith is founded. A third idea is just to have your religeon from the beginning of the game - orcs racially know about Gork and Mork after all, and skaven know about the horned rat.
Religeons should also not be able to spread to other races ( as no elf would ever follow gork or mork, or sigmar, and no human emperor would think of having his civ follow assuyian ) - this is the purview of cults
(ps i know I can't spell religeon)

Fifth - Cults, as I said on another post you could use corperations to represent cults, this would then allow you to spread some pseudo religeon around. Cults would could also allow you to create units and heros, but would depend on your races alignment

Sixth - Alignment - I assume you are going to have an alignment system similar to FFH?

Other random thoughts
Magic Items? Easily done I suppose - axe of Orthus
Skaven tunnel systems? could be done like airlifts


I am sure I will think of other things later but its 6am so I am going to go to bed.

Oh and in case I hadn't said - I do really like the way this mod looks, its just some of the implementations in it leave me wondering how much the creators know about the fluff

Founding Religions in several ways is what we allways wanted to implement. right now I got it working in two ways the techfounding and buildingfounding. Quests and Great Persons would be great but will have to wait until we get mechanics(FFH is also planning on that).

As this mod is going to be a scenario on a worldmap there WILL be civs like Ind, Cathay etc. there's no way around that and it's wanted this way since those civs ARE part of the Warhammer World after all just don't generate enough interest to sell armybooks maybe. I really don't feel obliged to only design a civ if there's an armybook. This is a civmod no new game and however different it'll be from vanilla it still will be civ so I try to follow Warhammerfluff wherever possible but where Games Workshop doesn't provide the necessary infos I won't bother a second to make up/alter the official Warhammerworld in order to make this an interesting civ game and I also won't neglect the great unofficial fluff fans came up with for WFRP. This mod is fanbased work too - not official after all;)

Cults - yes probably but I want to wait for FFH shadow that will improve corporation mechanics since I want to know what possible before I start getting serious about that subject.

Alignments will be in, yes. Contrary to PLs statement. But only until at a later stage I can expand this mechanic to factions. Essentially it's the same mechanic just more "alignments" so I probably can alter it but this will have to wait until we're done with most of the xml python stuff we can do with FFH codebase.

About items I'd be happy to hear what poeple want in the mod. The mechanics are all there. This just needs designwork. I think each civ should have a special item that it either starts with or aquires later in game that is passable to other units. It's effects shouldn't be too powerful but flavorful.
In addition to that it would be cool to have a list(small) of items special quests could be designed around or that are carried by special units(barbarian heros maybe - i.e. Nagash -> Nagash's Claw)
 
In a perfect world, each civ should be unique in his use and abilities (as you said massada, brettonian levying troops etc...). There would be easy way to find something truely unique for each civ like:

Empire: Every x turn (say 50-60 years or turns , based on the time scale) the elector count elects a new emperor : A city is randomly (or not randomly) choosen in the 6th biggest cities of the empire and a palace is automatically created in this city. (to represent the capital changing with the new emperor being elected)

Brettonia: high up keep for units but fast unit production. Forts improvments inside your borders provide you with more free upkeep units

Skaven: Hidden borders and weak base units but able to levy 3 (or more) units per population points.

Dwarves: new units get free promotions when others units are killed and unhappyness grows until X units of the hated races have been killed
(for example 10 dwarves units are killed in 2 turns by skavens, the new dwarves units get the "skaven killer" free promotions. Moreover the dwarves cities get a +3 unhappyness "we want to be avenged!" until 20 skavens units have been killed by the player).

These are just "on the spot" examples and would be difficult (at least long and laborious) to implement. But i'm sure on the longer terms would be really nice.
I agree here. This is for long term. I like it but hope we still remember it once where ready to go for such things:D
 
Hegeomony is a way of doing "culture" without calling it culture... broadly it represents control... military, culturally, lingustically etc its just a broader measure of "culture"

Hmmm for the way cities work... hmmm problematic... i tend to agree with Solwen its far easier to make other things have a negative effect, eg cults etc

If we were to change the core mechanics we would run into a fall from heaven problem... i.e the game for me and PH as well tends to bore you in the start not enough options its awesome later on when you have a great deal of freedom in what you do... but early on its a drag if we were say to make Cities more prone to unhappiness we would be excaserbating the problem... i.e by crimping the possible taxation and income you can make that combined with the other inherant problem that if you city is in a good spot... you end up with a size ten city pumping out warriors a turn and running at -10 at 0% science... (been at that rate in FFH and WH many many times...) expanding to quickly should be punished but not by bankrupting you

So happiness can be combated by having negative happiness stuff...

./Cheers at Solwen great idea about the forests... i do remeber that in civ3 in Rise and fall of the Roman Empire they had Primordial forests which blocked Roman troops from conquering barbs...

Having them spit out monsters would be awesome...

But i wonder would it be worth it? Personally i find civ4 to be a bit to cluttered for my liking.. even on large maps there is an incentive to crowd your cities together... now lets put that into Warhammer perspective... there are like 10 cities in the Empire and 5-7 in Brettonia 3 in Kislev of a size where they are cities not just large towns... so does that bring to light an interesting question? Why do we allow so many cities to pop up? having awesome terrain is kind of pointless when cities culture lap it and it falls into a useless catagory... and another question have barbs ever really threatened your empire ever? Not FFH with a hero barb running around but normally? So maybe we need to make barbs have teeth? Just thinking aloud :D

But warhammer cities to me tend to be isolated for the most part and deal with stuff on there own...
The forest thing might not be hard to implement. I already have ancient forest working(instead of fellowship of the leaves it needs to be the Elven Religion plus woodelf civ, not sure yet if Highelves should have them as well as they aren't that based on forests fluff/gameplaywise - allthough I know they have ancient forest).
It wouldn't be a problem to make ancient forests immune to chopping(but not fires). And even spwanmechanics are mostly done in python so should be possible.

I wonder if it would be a good idea to reduce the cityradius to 1 but this unfortunatly will need an SDK change. Not that simply maybe as it might screw up AI cityplacement as well.
 
nooo please dont reduce the city radius :( im begging you!

i didnt realise you has the building meachanic and tech mechanic BOTH implemented for religions, good job Ploe :)

i assume when you say more alinments it includes lthings like Pure Evil, Evil, Evil Neutral, Neutral, Netral Good, Good, Pure Good? that will work better than the 3 kinds i think :)
 
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