Which Civ needs a + next?

arstal

Say No 2 Net Validations
Joined
Dec 22, 2005
Messages
771
My vote would be for the Grigori, followed by Kuriotates and Hippus.

Grigori ideas:

New unit: Chaplain. Requires priesthood, adventurer's good.

Str 4, starts with scourge,inquisitor. 150 hammers. Disciple unit
targets disciple units first

New civic: humanism, requires grigori, priesthood
Effects: no non-state religion spread

+2 :mad: for each state religion in a city
no priests allowed
+2 ;) in all cities +10% beaker +10% GPP
No upkeep

I'd also throw in the random race idea from Tweakmod for the Grigori
 
I think Chaplain is a bad name, as it tends to imply a priest serving in the military to me.


Personally, I like what I did for them.... Adventurers don't rely on GP anymore to spawn. Needs to be modified a bit to get the right setup, but it makes them easier to gain/plan a force around, all while you continue getting sages/engineers.
 
Personally, I like what I did for them....

Really? Would you have really put it in if you didn't like it? :p

I do like the idea of Adventurers coming from elsewhere than GP, I gotta say.
 
Really? Would you have really put it in if you didn't like it? :p

I do like the idea of Adventurers coming from elsewhere than GP, I gotta say.

Probably not, no. :lol:

The way it's set up, it's not a random spawn (Like it was originally, which I didn't like... Just liked it BETTER than the vanilla method). It's incremental, mirrors the GP system without actually using it, basically. It is also global... Can get a new adventurer FASTER, but you can only get one at a time and only from the capital.

I'm intending to move the whole system in the DLL, but there's a more... universal... project to do first. :mischief:
 
I'd agree with the Sidar as well. While I love the concept of them, they never felt like they had 'enough' in FFH.

EDIT: I have to second the notion of the Malakim as well. They just need...something.
 
Sheaim!

No, just kidding. I agree with Grigori. Agnostic takes religion away from them, which is a good third of FFH's flavor; they need more civ-based flavor to make up for it.
 
The effect of Nox Noctis should be moved to the Sidar Palace.

The Grigori should have the Luonnatar come sooner and be able to remove religions from units as well as remove even state religions from cities. Upgraded Adventurers should be able to return to their original form in order to upgrade along a different path. It should be possible to settle adventures as "local legends" which provide some free xp, culture, and adventurer points. They could have some limited duration "militia" units spawn to depend their farms, but have much higher maintenance costs for regular military units.

The Sheaim Eater's of Dreams should gain Immortality with each use of Consume Soul. Summons should all be enhanced, and given unitcombats so they can get promotions.

The Bannor should have Valor as their default race.


Malakim Lightbringers should be changed to an Empyrean UU. They could be allowed to spread the religion before it was even founded (letting them found it early) or could be a UU of the Empyrean priests. Malakim disciples while in the desert could gain an "Ascetic" promotion, acting like a second Potency and allowing access to Sun Magic.


I have to go now as my finals are over and my mom just got here to take me home for the holidays. I may suggest more this evening.
 
Please do. You always have such well thought out expansion material. I hope we get to see some of it in Version 8.0
 
and then Esus would be left with even less than it has now, which is already not a lot. WM doesn't have all the added goodies Esus has in the other major modmods ;)
 
Upgraded Adventurers should be able to return to their original form in order to upgrade along a different path.

I liked most everything you suggested except for this. I don't see how a axe-wielding adventurer could go through years and years of battle, gaining experience and skill along the way, and then up and decide he was an archmage instead.

Or do you mean completely resetting them back to 0 xp and no promotions?
 
Some mechanic for adventurers retiring in cities could be interesting. Maybe granting different bonuses depending on the unit type and level.
 
I'm not a fan of retiring adventurers. It would be the same problem I have with the Sidar, only worse. High level units are so valuable on the front lines that I find it hard to give them up.

One way I could see it working was if the benefits from retiring took into account the level and also gave a significant boost to generating a new adventurer. Old generation inspiring the new one and all that.
 
[to_xp]Gekko;8716087 said:
and then Esus would be left with even less than it has now, which is already not a lot. WM doesn't have all the added goodies Esus has in the other major modmods ;)

How about an Esus+?
 
Maybe Sidar can have permanent blur as a national trait

or

maybe their recon units should have a 5% chance of being created with the stealth promotion

or

maybe into the mist should grant shadow invisibility, instead of plain stealth, which gets removed by hawks

or maybe give them all 3 and make them teh awesome ffhwmciv!!11!! :)
 
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