Dark Russell
Octagonecologyst
I am currently making a civ as an offshoot for the Clan of Embers to change things I don't like about them (like the scorched earth trait which I plan on replacing with the need to build a special building in order to enable settlers). I was wondering, for those who have played the Clan, what is it you don't like about them? The reason I ask is that if I want to post the new civ here as a mod, I want to make sure I try to follow the FfH team's guidelines of uniqueness (or as close as I can get).
Being at peace with the barbs is a huge advantage on larger maps at longer play speeds (I prefer huge maps on marathon) so I am trying to find a way to slow down the expansion rate in the beginning of the game. It makes capturing barb cities a bit more important for expansion (hence the loss of scorched earth trait - civilized barbs should take what they own).
Any thoughts?
Being at peace with the barbs is a huge advantage on larger maps at longer play speeds (I prefer huge maps on marathon) so I am trying to find a way to slow down the expansion rate in the beginning of the game. It makes capturing barb cities a bit more important for expansion (hence the loss of scorched earth trait - civilized barbs should take what they own).
Any thoughts?