What improvements do YOU want for this mod?

My main wish is for one thing to be improved: Culture. There need to be more (and preferably earlier) buildings that provide a flat rate instead of a %.
 
I would like a pre-reqs for buildings creating a building "tree" in cities. . .

I'd like to '3rd' this idea, the shear volume of buildings can be overwhelming late on, and by having building pre-reqs it would cut some out and tidy it up in a logical manner.
 
I'm pretty sure the development team is already working on most of the stuff that I'd like to see done. :lol: The only thing I really have to say is that I really hope that the mod doesn't have any loose ends. That'd be a bit sad.

Oh, and making unique art for the Dwarven Arquebusier would be wonderfully entertaining.

And one last thing... Promotions. Combat's 1 through 5 are so ridiculous it's hard not to pick them sometimes. If these were fixed so that each path with each unit type were viable in some way or manner, that'd be cool.
 
I would like to see a cheaper upgrade cost for Amurite Adepts. I often am able to build several 10 XP adepts per turn, but I don't have the income to upgrade them.

I would also like to see changes to the Malakim to make them more flavorful. Many very good ideas have been honed on these fora, but few have been added. Specifically, improved trade routes, free xp for disciples based on # of civs with same state religion, and an improved desert mechanic. I don't think they should get food from desert, but they should have something better than a combat bonus. Perhaps something similar to the Illian assassin ability (hidden on snow) where all their recon/disciple get +1 visibility in deserts?

I think water II should have another spell, since the one it has is a one-shot deal. A spell that grants (temporary) health and fresh water to a city would be nice. Fresh water would only be balanced if non-irrigated farms lost 1 food, which I think is already the case.

I think the Cure Disease spell should only affect living units (i.e. no more 'curing' my Diseased Corpses). This may have been fixed already.

Archmages should only be able to dominate one unit at a time. This is probably impossible to code. In that case, I think dominated units should get (or have a chance to get) crazed/enraged.

Finally, I think the dev team should break all cool features, unbalance everything, and release a version that will finally allow me to get something else done :lol: :goodjob:
 
I would like to see an archery line that is actually worthwhile. Time and time again, people have pointed out that the archery line is the worst of all possible options. At best, you get a pale reflection of the metal line.

Suggestions:
Grant archery units an inherent withdrawal chance. Something around 35-55% (They wouldn't get access to flanking).
Reasons:
It would give them a unique role and make them useful. They would be the first units to attack an enemy stack, just like real archers that were used in all battles before the renaissance. Archers would attack and then let the metal fighters fight it out. It would also give them a higher chance to survive an attack, which is fair given that they are attacking from afar. It also makes sense in terms of city sieges. Defending archers could always withdraw to nurse their wounds, as could attacking archers. The axeman banging on the city doors were less lucky.

In terms of gameplay, we currently have:
highly mobile, high withdrawal, no defensive bonuses units (mounted);
modestly mobile, fair-good power, poor city attack (recon units);
high power, low mobillity, high city attack, good defensive bonuses (metals);
and lastly low offensive power, low mobility, low city attack, good defensive bonuses (archery).

See the problem? Archery units, in terms of gameplay, simply don't compare. What I suggest is changing them to the following:
low mobility, low offensive power, high withdrawal, high defensive power, resulting in modest city attack.

Archers would become viable because of their better defense due to higher survivability and their improved use in city attack stacks as stack defenders and as cannon fodder that has a decent chance of surviving.

One last suggestion, make archers CHEAPER.
In the latter half of the middle ages, medieval armies abandoned large quantities of heavily armored units(knights) for larger, cheaper quantities of archers (reffered to as yeomen at the time). This happened because longbow armies were cheaper to train, cheaper to equip, and more effective, the longbows arrow could fell a heavily armored knight. In ffh, the longbow costs as much as a champion. Champions=stronger heavily armored metal warriors. Longbowman=Guys in leather or cloth with sticks. Cool high-quality sticks with strings that shoot pointed sticks, but sticks none the less. The base cost for both is IIRC 120 hammers. Longbows should be easier to train and equip in every conceivable way. To say nothing of the fact that they are generally weaker, why do they cost the same amount of production as champions?

Just my 2 cents.
 
I'd like to see the remaining spell spheres, Force, Dimensional and Creation implemented.

Some suggestions for spells for these spheres:
Spoiler :

Dimensional
Spoiler :

Dimensional 1. Escape, Teleports caster back to capital.
Dimensional 2. Summon Void, Summons Void unit, 2/4 strength +1 dimensional affinity 0 moves, can carry up to 3 units, can teleport to any visible tile.
Dimensional 3. Vortex,Range 1 Damages enemy units about 60% to a limit of 90%, 2% chance to kill the caster, 4% chance to teleport the caster to a random tile, 4% chance to teleport the caster back to the capital 90% chance to work normally.

Force
Spoiler :

Force 1. Might, gives the heavy promotion to the casters stack.
Force 2. Thrust, Range 1 pushes all enemy units back 1 tile, does about 5% to a limit of 20% damage and gives them the held promotion for 2 turns.
Force 3. +2 affinity to Force mana

Creation
Spoiler :

Creation 1. Oasis, requires a desert tile, creates an oasis in the casters tile.
Creation 2. Bliss, Creates Bliss building in the city, removed when caster leaves the city, ends Anarchy +2:) in city +2:food: in city +2:health: in city.
Creation 3. Create Mana, Requires level 15, kills the caster, creates a raw mana node in the casters tile.

 
Zone of Control for forts and cities. Units too if possible, but lovely for forts and cities. Borders are much more fun to defend now, although the AI still on occasion just bypasses fortifications to hit the city, in which I just pincer them into oblivion.

This is just my fantasy kick really, but a terrain improvement which is essentially a piece of the 'great wall'. And a limited stretch can be built across a border, which requires to be destroyed to pass through. Again, just some imagination of a 'first line' of border defence. Erected out of desperation. Maybe restrict movement with any unit, which truly conveys just how big the implication of such a great wall has been.


Culture to stop expanding political borders up to a point. Maybe encourage forts and cities to expand borders instead.
 
I've mentioned this before but: Kuriotate Unique National wonder (1) to be placed in the same technology that allows the building of Slums....
The Hanging Gardens: 1 (one) food for every water, sun, and nature Mana in your possession.
No (or minimal effect) on health or happiness is a regulatory factor cuz it will get to the point where unhealthiness or other concerns will prevent the creation of an obscenely large city. If balanced correctly it should allow an otherwise normal city of 30-35 climb up to around 40.
I belive this complements the Kuriotate Great Person strategy and is thematically and aesthetically appropriate for the civ.

Oh, and a balloon based airship model plz.
 
I am glad to see a bunch of people responded. I just remembered something I REALLY REALLY want to see in this mod. An undead civilization! Seriously that would be so awesome! Why doesn't this mod have an undead civ yet? They would be so much fun to play. Anyways I really don't have any ideas as to what would be special about the civ with the exception of a bunch of undead units.

One reason I started this thread was so this stuff could hopefully be added to the main mod as opposed to mod-mods, I feel that the main mod is really quite balanced, whereas some mods (even ones I love) I feel add some unbalanced features, and I dunno I just really like seeing the "official" stamp on the mod, knowing it was made by the team.

I would also like to say to the development team (because I forgot to say this so many times) removing the Anti calvalry tree (IE pikemen) was one of my FAVORITE changes to the game, I HATE anti calvary units, they feel so pointless to me and gimp the mounted tree.

Anyways people give me some ideas for an undead civ, I know someone has an incomplete modmod with them at the moment.

EDIT: Oh yeah I totally forgot, also a Giant civ would be amazingly cool.
 
The poor dwarves need love. Khazad really need a way to get more food from their hills so they can live like dwarves. Thus I propose one of the following:
- Khazad get +1 food from windmills and can build them from the start or from a very early tech.
- Khazad can build farms on hills. I actually like this one better.
The Khazad also desperately need cash, which hurts them badly early game and forces them to sacrifice the tech race mid-game. I propose both of the following:
- Khazad get +1 commerce from hills
- Dwarven Vaults give +2 gold.

The Doviello need something to make them exciting and unique. I though an idea circulated a while ago was fantastic!
- Give them flat yield from all tiles and no benefit from improvements (except roads of course).
- Change their Great People to Great Beasts with moderately impressive combat abilities and the hero promotion.

I still think there needs to be a water resource that gives hammers to help out island cities and nations just a little. Taking a city from 3 to 6 hammers is huge and not game breaking.
- “Sea Stones”, possibly using the marble graphic, giving +1 hammer and +2 more with fishing boats.

For their cost the Aqueduct and Theater improvements are severely under powered. I do not have any great ideas here but I’ll take a swing anyway.
- Aqueduct give +5 instead of +2 health.
- Theaters give +25% great person points or +2 happies or both, in addition to the current effects.

I’ll add my voice to the call for barbarian heroes healing.
- All barbarian heroes get the March promotion.

I personally never use the pacifism civic and it seems like every time I get control of a civ in low-to-high that civic is what is crippling them more than anything.
- Pacifism civic looses unit upkeep cost.

I agree the building list gets out of hand late game.
- Building prerequisites as per nealhunt's post.

It has been discussed that there is little point in researching the Armored Warhorses tech.
- Move Ride of the Nine Kings to the Armored Warhorses tech.

All promotions have doubled except Drill and Flanking, and with good reason. A unit with 12 first strikes or 150% withdraw is pretty ridiculous. However, I now find these promotions almost worthless. So I propose giving them other bonuses to complement their primary bonus and that make a lot of sense historically.
- Each Drill promotion gives one first strike and +10% strength. Historically the discipline provided by drill drastically increased a units willingness to stand firm and thus its strength.
- Each Flanking promotion should give +2 first strike chances. The abilities to get around behind your enemy, strike where he is least able to respond, and get away when his force does come to bear, all go hand in hand and represent guerrilla as well as light cavalry tactics.

I also second the idea that the archery line is weak but disagree that cheaper archers are the way to go. Historically archers are very expensive to train, which is the primary reason we did not see more of them in the dark ages and renaissance. I propose the following.
- Lower the price of the bowyers tech drastically.
- It would make the archery line a lot more competitive with the melee line if there were one or two economy buildings on it, but sadly I have no ideas at the moment.

I love automating my workers late game, but hate forts using up perfectly good land that I could be working. Also, it always feels like cheating when I am sitting in this beautiful citadel the computer build next to his city for the express purpose of giving me a safe spot to attack from.
- Automated or AI workers should not build forts in the fat cross.
- There should be a game option like “leave forests” that is “no forts”.

Historically forts were build on boarders not to completely block the enemy’s passage, which outside of novels and the Great Wall of China, is impossible, but rather to harass the enemy’s rear and supply lines from a safe base. Forts do not represent this as implemented, however I think one change would make them just about perfect.
- Forts should grant all units on the same tile a 50% withdraw chance.

I love the Eberus/Creation map script, at least after softening the peaks, but would like to see a little less uniformity in the climates of the valleys. Starting in all plains is crippling to one’s food, even a few grassland scattered around would help enormously.
- A few (~20%) grassland in the plains valleys, and a few (~20%) plains in the desert valleys would make the map much more balanced and playable.

Expansive giving a benefit allowing larger cities always seemed wrong to me. I would much rather see the following.
- 25% less city distance maintenance.
- Plus one movement and sight range for settlers (mobility and sentry promotions).

As a final note, I can’t help but feel blown away by the elven money machine. Towns on Ancient forests are just appalling. I know this is their gimmick and what makes them special but I would love to see the following.
- The top tier of the cottage (town) is not able to develop on forests.

Anyway that is my two cents. Great mod all! I am getting hours upon hours of joy from playing it!
 
I would like to see base movement rates and movement bonuses scale with map size. I play small maps and 5mp cavalry + raider + hasted on a small map seriously unbalances the game. Personally, i would like to disable movement bonuses on small maps and just have 1 for melee /siege, 2 for arcane/disciple/scout 3 for cavalry
 
I am going to agree with Ozzy here. I do not think we need new spells, or units, or civilizations. With very few exceptions, I think the individual civs and how they are set up are well balanced.

-What I do want is an improved AI, which I know the team is working hard on.

-I'd also like to see the the archery line given some non-combat bonuses, akin to the metal and production bonuses of melee and the trade bonuses of the cavalry line. A possible solution is to combine archery and the animal/wild techs, create a decent wonder that is defensive in nature, or have archery increase hunting camps. Even simply lowering the requirements of late-game archery units (I need mythril??) would make it more attractive.

-Any tech that offers only one thing (crafting, rage, late archery, late cavalry) should be shuffled around or get something else with it. Throw the Baron into Rage, put apprenticeship into crafting, give pasture bonuses to late game cavalry. (note: I know some of these offer two things, but enabling a building that does not do anything but create a unit seems like one thing to me.)

-More events, which I am pretty sure is being worked on.

-Art work completed (why does the female Grigori mage become a bald man? :( ) which I know is being worked on.

-I'd like to see the guilds back, which I believe ties in to the events request mentioned above. My fingers are crossed.

So, I guess that is really only two things that I think need addressing that may not be.
 
I still think there needs to be a water resource that gives hammers to help out island cities and nations just a little. Taking a city from 3 to 6 hammers is huge and not game breaking.
Why not Giant tortoises? Since some can go out of water, even if they are slow (and some are not that slow), they could act as beasts of burden, like cows, and thus provide hammers. Even if they can be used on land, they would have to be located on water tiles; they wouldn't yields any food, but something like +2 hammers, +1 commerce. They could be revealed by Fishing but only used with Fishing&Animal_Husbandry. Of course, they would be built by Work boats... but they may need a new improvement, because "Fishing boats" isn't really logical... Something like "Coastal pasture" could do well. Even further, another type of aquatic burden beasts could be added, just to give some more diversity. Why not Dolphins? Dolphins and/or Giant tortoises could also be used as required boni to get new water units like: Dolphin Boat and War Turtle.

Speaking of water units: an early ocean unit. Maybe a raft, with 1 slot for transport (any unit) but a huge drawback: either 5% + x% (the latter randomized) per tile of Ocean crossed of sinking; either 40~60% chance of sinking.

I second someone again: a second leader for Civs with only one at the moment. I'd like more females leaders, too, and, perhaps more important, more female heroes. It seems like there is so few great female around! I'd greatly appreciate to give some ideas about those but since it is a lore-thing, I'm not sure.
 
To a large extent, this is a summary of things I've discussed or read about elsewhere. Here are some things I'd like to see:

1. Limit Pyre Zombie collateral damage so that they can't kill units solely through collateral damage.

2. Provide some additional benefit to Armored Cavalry. Either give an economic benefit (+1 :traderoute: for Hippodromes) or make knights more distinctive (+1 horse affinity, receives defensive bonuses)

3. Re-work the archery branch. I like the idea to improve camp yields along the archery branch. Also, remove resource requirements from tier3/4 archery units, and make bowyers a cheaper tech.

4. On the custom game selection screen, filter the choice of leaders based on the choice of civ.

5. Provide a civilopedia entry for leader traits.

6. Redo the Empyrian religion so that its purpose matches its fluff.
- Lower Chalid's strength.
- Give Luridos a level 3 spell that improves commerce or diplomacy. Maybe something like "Peace Offering: +8 diplomatic relations to all civs with whom you are at war. Bonus removed when peace is achieved"
- Give Empyrean temples a more flavorful economic bonus. Maybe something like "Trade routes for this city are not limited by open borders agreements"

7. I support the suggestion for building pre-requisites when those buildings are practically pre-requisites anyway.

8. Give the Malakim a mechanic that truly distinguishes them from other civs.
- I like the idea that open borders agreements give +2xp to Malakim disciple units.
- I like the idea that each desert tile in the BFC gives +10% :traderoute: yield
- I really like the idea that the Malakim get the old Patriarch unit, which can call a holy war
 
AI, flavor, artwork and balance, in that order. The big things that bug me flavor-wise are elven archers not getting the forest promos (and sucking, all archers suck hard), Amurites not feeling magicky enough, and Malakim still wanting to spring deserts away (+1 commerce only really helps flood plains/oasis neither of which need the help anyway, and you still vitalize them). Maybe the hills for Khazad thing too, some lateish game/very expensive way to get food from hills would be nice.

Oh and some guilds like vanilla BTS, I like the corporation system and FFH is lacking without something to make multiple resources useful.

Stuff like more spells/resources/buildings etc, and big changes to the spell system or whatever should be the province of modmods.
 
Zone of Control for forts and cities. Units too if possible, but lovely for forts and cities. Borders are much more fun to defend now, although the AI still on occasion just bypasses fortifications to hit the city, in which I just pincer them into oblivion.

This is just my fantasy kick really, but a terrain improvement which is essentially a piece of the 'great wall'. And a limited stretch can be built across a border, which requires to be destroyed to pass through. Again, just some imagination of a 'first line' of border defence. Erected out of desperation. Maybe restrict movement with any unit, which truly conveys just how big the implication of such a great wall has been.


Culture to stop expanding political borders up to a point. Maybe encourage forts and cities to expand borders instead.

You could use zones of control for archers, but instead of blocking the area they could damage the unit.
 
So even though I don't want a bunch of new features, I think a few small balance changes are warranted.

- A few additional special items that can be found in dungeons and treasure chests besides the Jade Torc (good ideas are listed in the Jade Torc thread).
- A boost to the drill line (as others have mentioned) so it is comparable to the strength promos.
- Some small boosts to Doviello, Bannor, and Malkkim. Ideas have been suggested in many different threads.
- Find a new effect for Hastur's Razor. Maybe casting it can stop enemy mages in adjacent tiles from casting spells. Or maybe you can sap the arcane energy from a friendly mage to prevent them from casting and allowing Hemah to cast again that turn.
 
I'm quite happy with things as they are. I'm looking forward to the balancing and streamlining of the existing features which I assume will happen after Ice. That and an updated civlopedia and AI
 
My wishlist: (some of these are mod-mods but need to be in the base game)

1. A checkbox in custom game that forces every unique terrain feature onto the map.

2. The ability to maintain control of your original civ while using Gibbon Goetia's unique ability.

3. A checkbox that will prevent civs from adopting a religion that would change their alignment.

4. Terrain that is impassable until researching a certain tech. Basically, something to put the kibosh on AI settler spam.
 
Spoiler :
Dimensional
Dimensional 1. Escape, Teleports caster back to capital.
Dimensional 2. Summon Void, Summons Void unit, 2/4 strength +1 dimensional affinity 0 moves, can carry up to 3 units, can teleport to any visible tile.
Dimensional 3. Vortex,Range 1 Damages enemy units about 60% to a limit of 90%, 2% chance to kill the caster, 4% chance to teleport the caster to a random tile, 4% chance to teleport the caster back to the capital 90% chance to work normally.
Force
Force 1. Might, gives the heavy promotion to the casters stack.
Force 2. Thrust, Range 1 pushes all enemy units back 1 tile, does about 5% to a limit of 20% damage and gives them the held promotion for 2 turns.
Force 3. +2 affinity to Force mana
Creation
Creation 1. Oasis, requires a desert tile, creates an oasis in the casters tile.
Creation 2. Bliss, Creates Bliss building in the city, removed when caster leaves the city, ends Anarchy +2:) in city +2:food: in city +2:health: in city.
Creation 3. Create Mana, Requires level 15, kills the caster, creates a raw mana node in the casters tile.
Some of these suggestions appear too strong (eg oasis creation is outrageous, even more so at level 1); some alternative proposals:
Dimensional: level 1 escape (teleport caster to capital), level 2: teleport caster to own or friendly city (ie open borders agreement), level 3: teleport stack to own or friendly city (can only be initiated outside own cities by AI for obvious reasons)
PS: are these mana in the game today ?
 
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