What would you change?

Maybe change the dwarf worker button to something more serious? I''m not sure I remember right, but I played those dwarfies once, and never again. Silly snow white dwarf in the buttons was making all my mood go away.
 
I have noticed that this mod has assassins and shadows and thief like units. Some of these units could have second functions. Like it might be nice if you took the "Great Merchant", and made them like a Commander with the ability to attach themselves with other units. When the specialist is attached the unit can venture into other “Civs” territories with out creating war and sit on a “Civs” built resource(one that is already being used by that “Civ”).
When there sitting on the resource you begin stealing away the resources to your Capital. It would be cool if you were alerted to this happening, but you only have a percentage to notice it every turn(To make it balanced)(this would prevent you from trying to steal a Mana node and build a Tower with stolen Mana).
If you do notice you could send out a group to take care of the Thief. I understand that great people are hard to come by, so maybe it a new unit that is allowed to do this towards late middle of the game, or possible a unit type promotion.
If I remember correctly Fall from Heaven one had units that would sneak in to cities and steal research towards a particular tech or blow up production on current buildings or units that would be nice to see again. More spy work for the shadows and assassins.
One for the assassins in particular, they could sneak into a city and assassinate the “Civs” leader creating ?SomeNumber of rounds worth of Anarchy.
I like these idea because some of us like to pretend we are friends with other “Civs” just to get the thing we need. Please if any one reads this, post a reply and maybe we could better flesh this out. If this is a stupid idea let me know as well
 
I like that idea. I kinda miss being able to use spy's like in vanilla civ to cause havoc during peacetime, and steal military plans. Upping the abilities a bit more would be fun, and make it more important to have your own units that can see invisable.
 
I'd like to see Lycanthropy (and possibly Vampirism) being spreadable even when the original carrier dies in battle, or when either of the combatants withdraw.

Lycanthropy might have a small chance, higher the more damage taken from battle with a werewolf and maxing out around 10% when taking ~99% damage, for the surviving opponent to turn into a barbarian-controlled Blooded Werewolf. Further, Duin and any Greater Werewolf could, always successfully, convert these wild werewolves to their cause when engaging them in combat.

Vampires, next, might perhaps spread their condition when wounding enemy units of level 6+, but leaving the new vampires under the control of their original owner - allowing others to use vampirism. To make sure the Calabim profit from it as much or more, however, have the Vampire Lord unit, as well as Losha Valas, insta-convert any vampire of lower level than themselves when engaging them in combat - possibly with a minor chance of failing and getting a regular battle if the convert-to-be was affected by loyalty.
 
The ability to Raze and/or Abandon cities (that you own)

.. already been mentioned, I think, but it does bug me that you can't do this!
 
Hmm... I'd give Mahala a starting tech.
 
About the AI and hidden nationality: will you consider having an AI put a short lived negative diplomacy modifier on every other civ each time a hidden nationality unit attacks within its (the victim AI) own borders? Like say AI1 knows 2 other civs and 1 civ attacks 1 of AI1's cities with a mercenary. After the outcome of that battle, AI1 puts a negative modifier on the other 2 civs, becoming more wary of its neighbors or furious and more likely to declare war. This way the AI is not going to just sit around and accept the attacks by the unknown civ and will try to fight back either by attacking their prime suspect (the one they hate most) or conquer someone weaker so that they can better withstand the attacks later on. I remember in Civ3 that the AI became angry when you attacked them with hidden nationality units (such as the old privateers, or the special modern armor that I map editted in for my own fun :D). Maybe it would do some good here.

Also I would like to see ships sometimes being captured instead of always being destroyed, make them worth the investment put into them.
 
Another WIBNI:

Being able to "lock" casting of certain spells on so you don't have to recast every turn: Haste is the obvious example here, but others might benefit too.
 
I would like to have a very fast game mode. Mostly for when I'm playing a multiplayer game with friends and we only have a couple hours. Even on quick speed the reasearch takes way too long to get a game done right now.
 
Research is part of the fun though. I don't think Renaissance starts are much fun.
 
Please tone down the graphics on Meshaber of Dis...

At 3AM playing in the dark, all that flashing is just too hard on the eyes.

Also- can descriptive text for the Armageddon rituals be added so I don't have to go check the internet to figure out which one- if any- I want to cast...

Thanks!
 
I'd like to see the AI use more units that cause collateral damage.

When at war with the AI, I have never been the recipient of a fireball spell. I rarely see them build catapult unit (or their civ specific variant) either. If they do, not in enough numbers anyway.
 
I used to love the orange loops that showed a priest had summoned a tiger. Now, in V16, it's become leaves closing. What do leaves have to do with tigers?
 
I used to love the orange loops that showed a priest had summoned a tiger. Now, in V16, it's become leaves closing. What do leaves have to do with tigers?

idk, i don't think tigers see alot of leaves(more savahna/plains stuff)

maybe they could have some sort of tan grass rustling?
 
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