What improvements do YOU want for this mod?

I have posted these,but here may be more suitbale.

This is already do able, it only requires more weighting for or against each religion, the weightings can be changed in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 034\Assets\XML\Civilizations\CIV4LeaderHeadInfos.xml

It would be nice for the main mod to give the leaders higher weightings towards the religions though....
 
I think that changing religions should be more serious than just deciding by weightings of leaders.Maybe players could not change religions or the anarchy should be lasting longer if the believers percent is not high enough.
 
I think that changing religions should be more serious than just deciding by weightings of leaders.Maybe players could not change religions or the anarchy should be lasting longer if the believers percent is not high enough.

The weightings do have a large effect though, at -100 that leader would never take that religion, and at +100 the leader would get that religion at the first opportunity. With higher weightings more anarchy would not be needed because the leader would not change religion unless they had a high percentage of beleivers in that religion in the first place.

I just tested this with the ashen veil, the leader with -20% changed when 30% of their pop followed the veil, and the leader with -95% wouldn't change to the veil even when 100% of their pop followed it. So if the weightings were changed to higher numbers such as 60%-90% rather than 10%-20%, then you would see far fewer civs change alignment due to religion.

This will obviously only restrict the AI players, but that is probably better, any players who dislike changing their alignment can quite easily restrict themselves
 
For the Doviello,

How about a new civ trait for them, that gives them double their current amount of free units and +50% unit build speed.

And a unique improvement called wolf pack, requires the sacrifice of a wolf unit and can only be built on tundra, provides no yeild bonus, but each one in the city radius gives the city +1:food: and +1 xp to units built in the city. Each wolf pack improvement also has a 5% chance per turn of spawning a new wolf unit.

And how about some unique promotions for their units, Berserk 1+2 each giving the unit +1 attack and -1 defence, available after the unit has combat 1. Alpha Wolf, only available to recon units, requires subdue animal, gives +1:move: and +1 sight. Fearless, no requirements, makes the unit immune to fear and gives +10% against units with fear.

And a unique building for them, Hunting Grounds, +1:yuck: +3:hammers:.

And maybe a unique unit, a replacement for scouts that have +1strength, start with subdue animal, but has only one movement, and loses its innate bonus against animals.

I like your ideas, except the Civilization trait you want to give them. Free units that's no problem, but +50% production for military units is by far too strong. My idea for their civilization trait would be that animals caught by the Doviello could gain the Berserk I promotion you propose.

IMHO your second idea should be extended. The wolf pack could be upgraded to form better wolves (The last level could spawn Werewolves) or to give more XP or more food and/or production, but to make it more unique it should upgrade by something special like sacrificing experienced wolves, not by working the tile like the Pirate Coves. Or you upgrade the wolf packs by some of course bloody rituals (-1 population in all your cities after each ritual), which IMHO would be the most fitting possibility. Also the improvement propably should be balanced by requiring 2 wolves which you need to build a wolfpack as +1 XP is quite strong.

I also like your Berserk promotion a lot because it would be a possibility to make Charadon better, since all his units start with Combat I and therefore he had immediate access to the Berserk promotion. With Apprenticeship (or in combination with your Wolfpack idea) you could build dozens of Beastmen which start with 4 strength and still get +20% city attack. To defend these you build some beastman with shock and you have a very strong army.

So Charadon would overwhelm the opponents with hordes of units, which walk undisturbed through their barbarian friends (which can be much earlier than with Mahala if you have at least 2 wolfpacks), whilst Mahala would attack them with some well trained units which are backed up by some weaker units (the workers you used to build her the streets to the enemy).
 
Hello everyone.
I don't know, if someone else has allready proposed this, but I have an idea, that might lead to a new building or unit.

I allways had the impression, that the opportunities the griffin offers are not entirely used. Perhaps it would be possible, to give the griffin the abbility to create a building in a city, just as lions or tigers can. This building could be part of the great menangerie, or could give acces to some kind of griffin riding unit for the military in late parts of the game.
 
1. Re-implement years. Its really annoying to watch the end replay or look in the hall of fame and have no idea *when* events or victories happened.

2. Re-implement the combat log, at least a record of the probabilities. I'd like to know what the odds of defending particular attacks were, something its impossible to see without the combat log.

3. I find the FFH forts useless. I'd much rather have BTS forts which collect resources and provide canals for ships - they actually serve a purpose, rather than just being a garbage improvement that seems to exist merely to curb the AIs economic growth because they build 2-3 of them in every city's BFC, thus wasting potential production.

4. Re-implement unit gifting.

Basically, not all change is good - and the above three I can't understand why they were turned off or changed at all.

5. Rebalance victory conditions. Peaceful victory conditions are too easy and/or military victories are too hard. My culture/luonnotar wins are 100-200 turns earlier than my domination/conquest wins. (All games on Erebus maps). Suggest reducing the percentage of land area required for domination to ~40% but leave the population requirement the same, or modify it to be based on % of total land area controlled by *civilizations* rather than of total land area, and then keep it near where it is.

Similarly, religion is probably also too hard - I have one religious victory occurring at the early end of Dom/Conq timeframe. 70% would be more reasonable.

Conquest is always ridiculously hard to achieve on anything other than a pangaea, so that's fine.

6. Rebalance civs
Example: Ljosalfar (and presumably Svaltalfar) are too strong. The ability to build in forests grants them +1 hammer/tile (and eventually +1 food/tile with WoL as they become Anc), and also removes the restriction on improving forested tiles before Bronze Working. I've hit tier 4 units while my opponents were just on the cusp of tier 3 - lack of siege is irrelevant when I'm taking level 9-10 (combat 5 Drill 4) base Str 15 Flurries and 16 Phalanxes (Not to mention a Str 48 Yvain with combat 5 and drill 4 - yay Nature affinity?) against their str 8 champions and longbows.

Further, Mages with Fireball can replace siege engines (Fireballs can bombard). Or you can use Ice III archmages (assuming you can vassalize the Illians or acquire Letum Frigus) to obviate any need for siege engines. Presumably other area damage spells (Air 2?) can fulfill the same function.

I've also noticed balance issues with the Khazad (Dwarven Vaults are arguably too strong in a human player's hands), and potentially the Sidar (Weirdest SE ever - entirely GP based). On the other end of the spectrum, Malakim are far too weak (never seen a strong Malakim AI, every attempt to play them has impressed on me an absolute need for Water I/Nature III and no incentive to actually use the desert for anything, and a generally crippled production base - floodplains may be good for cottages, but they're lousy for hammers). I'm sure there are other problem races.

7. Remove forced beelining of situational technologies from the AIs. The only AI that seems to do well using this is the Calabim because their beeline involves cottages.

8. Make barbarians always attack the closest civ. I've seen barbarians meander around because they wanted to be attacking a different civ and *couldn't get to it*.

9. Rebalance tech tree - the non-integrated nature of the tech tree ends up meaning that really stupid beelines become good dominant strategies.

For example: I've become quite a fan of rushing for the Guild of Hammers and Eyes and Ears network after getting cottages and then the other basic worker techs, a tech path which maximizes economic growth at the expense of new military units (but that's ok, you'll quickly surpass the AI research capabilities, and warriors are quite sufficient for defensive purposes most of the time anyway). It also nets you catapults (great defensively for bombarding SoDs into submission), bridgebuilding, and faster road movement, as well as some other useful wonders. And then the E+E network will catch you up with the techs all the AI are researching - metal techs, philosophy, warfare line, hunting line, etc... At which point you have a massively better economy and are now basically caught up on military techs.

Integrating the tech tree more thoroughly would prevent such ridiculous strategies by adding more required techs to stop the player from bypassing entire early tech tiers.

10. Rebalance units
An 80% withdrawal rate for catapults is obscene. It also makes the catapult far better for attacking stacks than the cannon because its more likely to survive (and what you really want is the collateral damage) - a conclusion which is counter-intuitive in the extreme as one would expect a unit available with construction would be worse than a similar role unit that requires blasting powder.

Ship movement values are also ridiculous and nonsensical. Why is a manowar faster than a frigate? It has more mass and displaces more water and doesn't even have close to proportionally more sails. Of post-caravel ships the speed order should be as follows: Frigates > Galleons > Manowar >= Queen of the Line. This would also put same-tier military ships in the same speed bracket as the transport ship they're supposed to protect, which is good for playability. Finally, make Galleons upgradeable into QotLs.

Some national units are stupidly overpowered. Mimics are ridiculous, unless of course a 60+ promotion flying, CR III, CV, Drill IV, Fear Causing, Flanking II, Cannibalizing, Nightmare riding (?!), +3 strength (Strong from Freak, hero att/def promos stolen from animals after the nature ritual), channelling I-II + spells from 4 schools Mimic is a good idea (and that's what I can remember). He also personally splatted all 4 horsemen and Ars. These kinds of mechanics vastly favor players over the AI, who can (and will) deliberately nurture super units and go promotion hunting. Hidden Nationality is also far too easy to acquire from animals - so your super-mimic can go utterly destroy your enemies military might without ever declaring war. (Barrage I+II sadly don't appear to work on mimics).

I could go on, there are other examples. Someone else has already mentioned the relative uselessness of archery units, and there are bound to be other UUs with problems (although unlikely to be as eggregious as the mimic).

11. Improve AI
a. The AI is *worse* than the BTS AI. It rarely makes significant SoDs, and only if you *leave it alone* until its ready to war dec you. And its completely incompetent at landing an invasion force across water. BTS solved these problems already, and the BTS AI routinely sails 10 fully loaded galleons up and makes a massive amphibious assault at a coastal town of its choice. I can't understand why the FFH AI is incapable of doing so.

b. The AI never casts spells defensively. As I rarely give the AI the pleasure of attacking my cities by the time it has mages, I've seen it cast 2 spells in over 20 games (despite sometimes abundant mages). Since spells are really powerful, this makes the AI much worse than it should be.

--------
Basically, what the mod needs now is to look at everything its done critically and rebalance much of it, because there are serious gameplay issues that are fine when just adding new things but not so good for a finished product.

Oh, and an accurate and fully functional civilopaedia. Honestly, it should have been mandatory to update the Civilopedia with any change made to a unit/feature/etc... so that it remained accurate, because its going to be a lot more work now than it would have been while changes were being made.
 
@ Squirrelloid
I agree with most, but by no means all of your suggestions and want to voice my support and add some concrete suggestions.

1) Years.

Years, turns, makes no difference to me. I actually like it a little better as turns because it addresses the problems of scale. Sometimes you want to think of 10 spaces as 10 miles, sometimes as 100. I’ve had issues in some of my Civ games when it takes a unit a few dozen years to traverse a relatively short distance where this amount of time just doesn’t make sense (like on a short military campaign). Changing to a unit-less measure of time, removes the need to address this flavor problem.

2) Combat Log.

I think having probabilities displayed in the log would be fun and hopefully not too difficult. What I’d really like is an Alpha Centauri like combat display where I can watch how well my units are defending the city. I really like not being able to see how much strength my unit has left after he defeats the fifth attacking unit and there are more coming. I imagine this is very hard to add.

3) Forts

I agree that I don’t like FFH forts all that much, but I don’t like Civ4 forts much better. I’ve already posted ideas before so in brief: give all units in a fort +50% withdraw chance, and please please please have automated (and AI) workers not build them.

4) Unit Gifting

While I miss this too, I completely understand why it was dropped. There are just too many exploits here due to national units, religious units, unique units, free promotions or abilities, etc. Too many problems to address individually. I miss it, but I think the team made the best choice.

5) Victory

I never play to the end so no comment here.

6) Civ Rebalance

Already posted on this so I’ll make it short. I agree on the Elves, the ability to build on forest is huge. I like the ideas of taking away towns (top level cottages) and/or doubling food required to grow a city. I also agree with Malakim having no incentive to keep desert. I like the +1 commerce from desert, but only if it is added directly to the city for every desert in the radius. Needing to work the desert makes it a null bonus on everything but flood plains, which are good enough without a bonus, and would not be terra-formed anyway. My only complaint with Khazad is they are too weak in the AI’s hands and need some sort of early income bonus. I suggested +2 gold from dwarven vaults.

I love the Sidar just how they are.

7) Forced Beelining

No comment. Don’t know how much this affects my games since I haven’t studied it.

8) Barbarians

I agree completely. I love almost everything the team has done for FFH. I adore them! But I really think barbarians should attack nearest enemy (more or less as they used to). I’d at least beg an option to revert to old barbarians.

9) Techtree

I’ve got to try that path next game; sounds like fun. My only complaint with the techtree is that Archery line either needs some economic boonies or to be a lot less expensive. If I remember correctly, every other line has significant economic benefits of one sort or another, and I think this lack is what makes the archer line so unappealing. Particularly since archers are primarily defensive units that would most appeal to a builder type play style who are the ones concentrating most on what techs give economic benefits.

10) Units

The catapult withdraw chance is amazing! But that is one of the things I like best about FFH. Stacks of Death are soooo boring (IMHO). Please keep the catapult withdraw chance! Maybe lessen the max damage or number of units damaged, they are devastating, but keep the withdraw chance.

I think your Mimic example is an over-the-top exceptional example that should not be used to compare unit balance. It is like saying rangers are overpowered because a player can have all three dragons and the monkey because of them.

It would be better if the AI understood how to use highly promoted units, but that is a very hard problem and one I think we’ll just have to live with, as much as I hate to say that. Someone please prove me wrong with an amazing AI!

11) AI

I do wonder why the AI in FFH is so incapable of using transports? I just played a Big and Small map where half to world was a wonderful mess of rich little islands and no AI ever settled any of them. I know they built ships, and they were actually the ones that did all the exploration, but no transporting; at all; none. I don’t understand (maybe it is an inability to use skeleton crew?).

Final)

Hope these comments are taken constructively by the team, in the way they were intended. You all have done a wonderful job on FFH! I have never seen anything like this for any game I’ve ever played. Thanks a lot all. (I think I may name my first born Kael ;) )
 
Just a minor thing, but I'd really like the upgrade mouseover to show the national unit limits and number left, just like when actually such a unit directly.
 
I wanted to clarify my point on some of them. I'm mostly concerned about single player remaining interesting/challenging. For the record, I'm up to playing FfH2 on Immortal as my standard difficulty level.

@ Squirrelloid
I agree with most, but by no means all of your suggestions and want to voice my support and add some concrete suggestions.

1) Years.

Years, turns, makes no difference to me. I actually like it a little better as turns because it addresses the problems of scale. Sometimes you want to think of 10 spaces as 10 miles, sometimes as 100. I’ve had issues in some of my Civ games when it takes a unit a few dozen years to traverse a relatively short distance where this amount of time just doesn’t make sense (like on a short military campaign). Changing to a unit-less measure of time, removes the need to address this flavor problem.

I don't care if they call them years, days, seasons, or whatever - but they should implement something in the $year field so that *something* gets recorded in the gamelog that tracks time. Labels are semantics - I want to have the end replay make sense and the hall of fame listing actually be comparable somehow.

3) Forts

I agree that I don’t like FFH forts all that much, but I don’t like Civ4 forts much better. I’ve already posted ideas before so in brief: give all units in a fort +50% withdraw chance, and please please please have automated (and AI) workers not build them.

Oh, I'm not a huge fan of BTS forts, but at least I occasionally build one or two for canal use. I have never and will never build a FFH fort. Waste of perfectly good worker turns. And the AI at least knows how to use the BTS forts for claiming resources - FFH AI puts 2-3 in the BFC, often on great land.

4) Unit Gifting

While I miss this too, I completely understand why it was dropped. There are just too many exploits here due to national units, religious units, unique units, free promotions or abilities, etc. Too many problems to address individually. I miss it, but I think the team made the best choice.

I dislike national units for a number of reasons, not least of which is that they don't scale with map-size. Only having 4 phalanxes isn't even a limit on a tiny world, but on a huge world its a stupidly small number. And the limit makes them useless for defense, because your opponent can just attack where they are not (or, more relevantly, you can attack the AI where his super-units are not). Alternately, you can use some turbo-charged heroes (Yvain and Brigit with lots of the appropriate mana type come to mind) to just crush the few super units and then they're done. As I've had a base Str 48 Yvain (+CV, Drill IV, Blitz, Mobility, Commando, etc...), there isn't much that can even damage him, much less stand against him. (Hyborem defending Dis on a hill - no damage to Yvain. Acheron? No damage to Yvain).

6) Civ Rebalance

Already posted on this so I’ll make it short. I agree on the Elves, the ability to build on forest is huge. I like the ideas of taking away towns (top level cottages) and/or doubling food required to grow a city. I also agree with Malakim having no incentive to keep desert. I like the +1 commerce from desert, but only if it is added directly to the city for every desert in the radius. Needing to work the desert makes it a null bonus on everything but flood plains, which are good enough without a bonus, and would not be terra-formed anyway. My only complaint with Khazad is they are too weak in the AI’s hands and need some sort of early income bonus. I suggested +2 gold from dwarven vaults.

I love the Sidar just how they are.

I'm more concerned about what a player can do - because I've seen even great races like the Ljosalfar fail in the AIs hands. Dwarven Vaults are really abusive in a player's hands.

Similarly, so is the Sidar's Shades ability.

9) Techtree

I’ve got to try that path next game; sounds like fun. My only complaint with the techtree is that Archery line either needs some economic boonies or to be a lot less expensive. If I remember correctly, every other line has significant economic benefits of one sort or another, and I think this lack is what makes the archer line so unappealing. Particularly since archers are primarily defensive units that would most appeal to a builder type play style who are the ones concentrating most on what techs give economic benefits.

Part of the problem is that Warriors with Bronze are sufficiently good at defending cities, you don't even need to research another military tech until after running down the econ tree. And part of the problem is that the excessive barbarians generally mean you have bunch of highly xped warriors, so you're often batting a modified Str 8 before modifiers from fortified, city defense, culture/walls (which the econ beeline gets), and possibly sitting on a hill, which can be another +4 or more modified strength. And since you also get cats, you can soften up any aggressors - and 80% of the time you keep your Cat. If the AI was any good at scumming xp off barbs and defending cities, war would be completely futile before Mages. (This is part of the reason I think cats are overpowered - I wouldn't dream of using them offensively - too slow).


10) Units

The catapult withdraw chance is amazing! But that is one of the things I like best about FFH. Stacks of Death are soooo boring (IMHO). Please keep the catapult withdraw chance! Maybe lessen the max damage or number of units damaged, they are devastating, but keep the withdraw chance.

Anything which deals collateral damage shouldn't have a withdrawal chance. Its *really* abusive. Suiciding cats is *still* a good strategy in normal BTS, no reason to let you keep the unit 8/10 times as well.

I think your Mimic example is an over-the-top exceptional example that should not be used to compare unit balance. It is like saying rangers are overpowered because a player can have all three dragons and the monkey because of them.

Oh yes, I deliberately scummmed every promotion I could find in that game. But that's my point - the human player can and will do stupid things like that, and if I had wanted to I could have steamrolled any country I sat him in for 20 turns sniping at units, because their entire military might would have died to him. Part of the problem is certainly due to hidden nationality, which is really abusive (and the AI isn't capable of using it effectively against you). But even without that I had a unit that the AI was completely incapable of killing. (Now, if they actually cast spells on defense, they might have had a chance...).

Its not just the AI's inability to farm xp/promotions, its the AIs inability to deal with your '8-armed babylonian death god' that's the problem.
 
I always think of turns as weeks. Population growth is mostly not new birth, but people returning from the cold, and to some extent people just becoming more efficient. At the start a city has a pop of 1, which might really be 10,000 people struggling to survive. Once they get thenselves settled, those 10,000 people migh be a pop of 10, as they are able to divide labour easier and there are more tools/resources/facilities for them.

I always hated in vanilla civ - "let's train some warriors, then send them on a 200 year journey so their great-great- great- great- great- great- great- great- great- great- granchildren can fight the descendants of some city." But taking a couple of months to cross from one end of a civilization to another seems to make more sense.
 
Just nitpicking my $0.02 here, but if Erberus (sp?) is flat, then there are no years, or seasons even. Of course, from a strictly mechanical point of view, days even become problematic. If the world is embedded in an infinite plane, where does the sun go?
 
Just nitpicking my $0.02 here, but if Erberus (sp?) is flat, then there are no years, or seasons even. Of course, from a strictly mechanical point of view, days even become problematic. If the world is embedded in an infinite plane, where does the sun go?

Beneath the four elephants and the tortoise :)

Like many, I'd like to see Barbabrians pick on a nearby civ, not single out one Civ. If you want peace with the Barbs, pick a Barb Civ.

Astrological events could be recorded in the Quest Log.

A Mercenary Hero available to all Civs regardless of Religion might be an interesting idea.
 
Just nitpicking my $0.02 here, but if Erberus (sp?) is flat, then there are no years, or seasons even. Of course, from a strictly mechanical point of view, days even become problematic. If the world is embedded in an infinite plane, where does the sun go?

Look, the model of flat world was developed for the Earth and it did work. Who say "infinite"? Don't you know the sun is really a shining golden chariot of daily patrolling god(Lugus?)? And seasons also can be explained in much more neat way then your vulgar heliocentric theory. ;)
 
A Mercenary Hero available to all Civs regardless of Religion might be an interesting idea.

I think the Baron Duin Halfmorn fits this niche pretty well to be honest.
 
Please pardon me if this has been suggested before, but I think the mechanic concerning the spread of hell terrain ought to be changed. Perhaps instead of it spreading from the point of origin at the Infernal capital into all non-Good lands, it should only naturally spread wikthin the Infernal's own cultural borders. It seems more reasonable that the conversion of Erebus into Hell would only come about by the concerted effort of demons and exceptionally evil peoples and not just as a natural course of the world. To reflect this, a unique spell could be added for units possessing the Ashen Veil religion and having researched up to Infernal Pact that would allow those units to terraform normal tiles into Hell tiles, perhaps taking two or three turns (ala Bloom) for balance. That way, non-Infernal evil civilizations could selectively bring Hell into their lands if they wished (to make killing fields, to couple with Scorch to create impassible terrain, to polymorph their hapless cows...) and the Infernals could then bring Hell with them when they go campaigning into an opponents territory - and woe befall the nation that didn't invest in Sanctify then.

I think there's some precedence for this, storywise. I believe in Valledia's pedia entry it mentioned that because the Infernals were going to invade Amurite lands, they would need to teach sanctify to the adepts... suggesting that Hell wouldn't naturally spread to their neutral lands but instead be brought there by demons.

Another idea along this line is that it's possible for a particularly desperate or calculating nation (although if a civ has enough time to research Ashen Veil and Infernal Pact while under pressure, I wonder how desperate it could really be) hemmed in by enemies may make a pact with demons as a way to preserve their autonomy or distract their enemies without any actual intent on bringing Hell into their lands. Since it's not always possible to put in the resources to do this when you're losing, it might make for an interesting event if after you lose x number of cities or are reduced to x number of cities and have researched at least to Knowledge of the Ether, regardless of good/neutral/evil or religion (desperate times call for desperate measures), a demon lord (of lower status and greater ambition than Hyborem) might offer to serve you as a "vassal" in the same way Minister Koun does, but on the stipulation that you sacrifice a city and all its inhabitants to the demon lord. Upon acceptance, one city breaks off as a colony (I'm not sure what mechanic could be used for city selection - randomly picking one could be devastating economically and doesn't seem to fit the idea of a seemingly "good" deal), similar in all ways to an Infernal city and having its own non-expanding hell terrain and all existing buildings and religions, plus enough troops to potentially stop an invasion. Other options for the receiving civ could be to ignore the message, accept smaller aid (perhaps a gifted unit or few to Ashen Veil civs or the Sheaim), or perhaps attacking the demon, thus spawning a few barb demons at the border who might also slow down an invasion or make it worse. Any choice made, if the starting technology of the demon troops matched at least current world tech with some experience on top, it could make for a rather interesting encounter when you yourself are plowing over someone else's empire.

Naturally, the civ that accepts the demon vassal should become Evil itself.
 
1. Marsh needs to upgrade with Vitalize and Genesis.

2. To reduce micro, it would be nice if Vitalize (maybe Sanctify and Bloom spells too) had an area effect but took longer to cast. Even if it was a straight up even 9 turn cost to improve a 1 tile radius, it would still mean 1 click and wait instead of 9 move+cast actions.
 

Problem with forts was that the AI was using them to harvest raw mana. I do agree with the removal of them from the AI automate list.

9) Techtree

I would like to see the archery tree revived. I remember seeing in a thread about woodworking technologies, and I think that this would not only sever the link between metal and archery effectively (wood could provide bonuses), but the different wood resources would definately allow an economic benefit. You'd need to move lumbermills to the archery line though, or have them require the first tech of woodworking and metal.
 
i'll just add, maybe instead of having the palaces provide mana, have a separate building that provides mana, making your capital that much more important. Have a "Mana Vault" that is created in our capital, can be built in other cities to be moved (as long as you still control it), but if captured, gives your enemies the mana. This would eliminate the need to have 20 vassals that could turn on you at any time. I could see that as being a balance thing, having vassals, but when you play with all 19 civs, it gets pretty annoying having to search through 19 names every time you want to be a diplomat.
 
Just a quick finnicky kind of thing.

Could we get a timer on the Elohim World Spell (as in how many turns left)? Just playing as the Elohim, I realised I pretty much had no idea how much time I had left to hide behind my walls before Amelanchier came to decimate me. I'm sure versus the Elohim too, it'd be nice to know how long we have to wait before pillaging their lands.
 
Back
Top Bottom