Hello guys, sorry I haven't written so long. I've been quite busy most of the last few months, but last week I had a bit time to come back here and try to work on the Austrin a bit. I've done a few changes to them, I'd be happy if anyone still wanted to try them out. So without further ado, here are the changes:
general:
-Unique Improvements and autogenerating improvements give significant extra payoff
-free trading on almost all terrain(which means you can't build roads, at all)
-mobility now for melee, archers, disciples and adepts, too, to make up for the loss of roads
(For the record, I'm in favor of actually taking away trading past the desert for the malakim.
free trading everywhere fits the austrin much better lore-wise than the malakim imo. And malakim is pretty op anyway
)
I want the Austrin to explore the map and settle exen at far-away spots because this is what lore obviously intends them to do. However, there is a problems with this:
Austrin actually needs an incentive to settle at specific, far-away spots. Big payoffs by unique/autogenerating improvements and "free" trading with the old cities does exactly this. You'll want to search on the map for good spots and settle right there, without having to worry about how to connect it to your old cities.
Mobility is there to make up for the lack of roads. However, you'll still be slower than with
roads inside your territory, so watch out!
Austrin-specific buildings:
-winter palace and summer palace give +2 pop
-hunting grounds --> venison market gives gold for deer
-austrin aerial stable 2 techs earlier than normal aerial stable
-exotic market: state wonder that gives significant extra gold for uncommon/hard-to-obtain ressources
-noble district --> entertainment district gives extra culture for certain ressources
-sage district --> explorer district gives extra science for wine
-merchant district --> trading goods district gives extra gold for certain ressources
-food caravan now -6 food, gives a trade route instead of the fixed +gold
Winter and Summer Palace are supposed to allow big cities. Just reduced maintenance is pretty
weak for Austrin, and even now with +2 pop I'm not sure they're really worth it. Extra gold/culture/science for various ressources is supposed to incentive the Austrin to go settle at good ressource spots and/or trade ressources with other players. It also gives Austrin some way to scale better into the mid and lategame, because otherwise so small cities become quite weak later on. However, simply giving them more +pop buildings would destroy the flavor so I don't think that would be good. Earlier aerial stable fits the lore very well, and yet again makes settling all over the map easier.
The food caravan was a great idea, but -10 food imo was a bit excessive. The cities that can most afford it usually have modifiers to almost double it, so you were looking at -20 food for ~8 gold. -6 food seemed more apropriate to me. Trade routes synergize well with Deirdra.
Deirdra:
Traits:
Trader
Cartographer
-Cartographer now transforms lairs into fortified lairs after exploration, which generate gold/hammer
-Cartographer doesn't give barter anymore ( because it would be too much, and it was bugged anyway)
Cartographer was a bit bland. Being able to transform lairs into fortified makes some spots that would have been uninteresting for other civs actually decent city spots for you. At the same time, they give minor healing and a defense boost, thus serving as a "safe spot" for you in the wilderness should you conquer a lair there.
Sorah and Ecks:
unchanged
Harmatt:
Traits:
Scientific
Loremaster
I honestly didn't really know what to do about Sorah and Ecks. I changed the trait of both Deirdra and S'n E around, but nothing really fitted well with Exotic, so I just reverted the changes to Esvaths last version. However, since the Joining is a bit bugged, I at least wanted to give Austrin another decent leader. Harmatt doesn't have any special mechanics, but both traits synergize well with the city-spammy nature of Austrin, and Loremaster in particalur allows you to go for a slightly more magic-based route that the Austrin are otherwise lacking. I found I never played those units that require magic tech, like the seeker, with Deirdra or S'n E, but with Harmatt you can easily go for that. Harmatt the Leader also synergizes well with Harmatt the Hero, because if you go for a magic route, you can capitalize on his Air Mana scaling.
Some notes:
-The extra gold/hammers etc might seem excessive at first, but at least in my last few games, I only had very few unique and/or autogenerating improvements close to my starts, so unless you actively search for them, it's not that big of an advantage, same goes for the exotic market
-the guilds increasingly seem imbalanced to me. I almost always end up taking the ranger even if I planned for something else simply because he's so damn good. The animal buildings are also a bit too strong AND the Javelin/piercing weapons in general are ALSO a bit too strong (!4! free strike without any disadvantage).
-the Joining is really bugged. the new civ has no palace, and the joining is gone, too, and the inner circle is not workable for the new civ for quite some time unless it generates lots of culture. It's also annoying that the new civ doesn't count as foreign for trading, it makes exotic really difficult to really "play with" instead of just "use"
-the austrin civ still seems a bit weak compared to my other "go-to" civs, the faeries and the Malakim.
Download:
http://s000.tinyupload.com/index.php?file_id=89202674488846316057
Just copy the Asset folder into your Master of Mana Asset folder. If you have any issues, just write me here in this thread.
general:
-Unique Improvements and autogenerating improvements give significant extra payoff
-free trading on almost all terrain(which means you can't build roads, at all)
-mobility now for melee, archers, disciples and adepts, too, to make up for the loss of roads
(For the record, I'm in favor of actually taking away trading past the desert for the malakim.
free trading everywhere fits the austrin much better lore-wise than the malakim imo. And malakim is pretty op anyway

I want the Austrin to explore the map and settle exen at far-away spots because this is what lore obviously intends them to do. However, there is a problems with this:
Austrin actually needs an incentive to settle at specific, far-away spots. Big payoffs by unique/autogenerating improvements and "free" trading with the old cities does exactly this. You'll want to search on the map for good spots and settle right there, without having to worry about how to connect it to your old cities.
Mobility is there to make up for the lack of roads. However, you'll still be slower than with
roads inside your territory, so watch out!
Austrin-specific buildings:
-winter palace and summer palace give +2 pop
-hunting grounds --> venison market gives gold for deer
-austrin aerial stable 2 techs earlier than normal aerial stable
-exotic market: state wonder that gives significant extra gold for uncommon/hard-to-obtain ressources
-noble district --> entertainment district gives extra culture for certain ressources
-sage district --> explorer district gives extra science for wine
-merchant district --> trading goods district gives extra gold for certain ressources
-food caravan now -6 food, gives a trade route instead of the fixed +gold
Winter and Summer Palace are supposed to allow big cities. Just reduced maintenance is pretty
weak for Austrin, and even now with +2 pop I'm not sure they're really worth it. Extra gold/culture/science for various ressources is supposed to incentive the Austrin to go settle at good ressource spots and/or trade ressources with other players. It also gives Austrin some way to scale better into the mid and lategame, because otherwise so small cities become quite weak later on. However, simply giving them more +pop buildings would destroy the flavor so I don't think that would be good. Earlier aerial stable fits the lore very well, and yet again makes settling all over the map easier.
The food caravan was a great idea, but -10 food imo was a bit excessive. The cities that can most afford it usually have modifiers to almost double it, so you were looking at -20 food for ~8 gold. -6 food seemed more apropriate to me. Trade routes synergize well with Deirdra.
Deirdra:
Traits:
Trader
Cartographer
-Cartographer now transforms lairs into fortified lairs after exploration, which generate gold/hammer
-Cartographer doesn't give barter anymore ( because it would be too much, and it was bugged anyway)
Cartographer was a bit bland. Being able to transform lairs into fortified makes some spots that would have been uninteresting for other civs actually decent city spots for you. At the same time, they give minor healing and a defense boost, thus serving as a "safe spot" for you in the wilderness should you conquer a lair there.
Sorah and Ecks:
unchanged
Harmatt:
Traits:
Scientific
Loremaster
I honestly didn't really know what to do about Sorah and Ecks. I changed the trait of both Deirdra and S'n E around, but nothing really fitted well with Exotic, so I just reverted the changes to Esvaths last version. However, since the Joining is a bit bugged, I at least wanted to give Austrin another decent leader. Harmatt doesn't have any special mechanics, but both traits synergize well with the city-spammy nature of Austrin, and Loremaster in particalur allows you to go for a slightly more magic-based route that the Austrin are otherwise lacking. I found I never played those units that require magic tech, like the seeker, with Deirdra or S'n E, but with Harmatt you can easily go for that. Harmatt the Leader also synergizes well with Harmatt the Hero, because if you go for a magic route, you can capitalize on his Air Mana scaling.
Some notes:
-The extra gold/hammers etc might seem excessive at first, but at least in my last few games, I only had very few unique and/or autogenerating improvements close to my starts, so unless you actively search for them, it's not that big of an advantage, same goes for the exotic market
-the guilds increasingly seem imbalanced to me. I almost always end up taking the ranger even if I planned for something else simply because he's so damn good. The animal buildings are also a bit too strong AND the Javelin/piercing weapons in general are ALSO a bit too strong (!4! free strike without any disadvantage).
-the Joining is really bugged. the new civ has no palace, and the joining is gone, too, and the inner circle is not workable for the new civ for quite some time unless it generates lots of culture. It's also annoying that the new civ doesn't count as foreign for trading, it makes exotic really difficult to really "play with" instead of just "use"
-the austrin civ still seems a bit weak compared to my other "go-to" civs, the faeries and the Malakim.
Download:
http://s000.tinyupload.com/index.php?file_id=89202674488846316057
Just copy the Asset folder into your Master of Mana Asset folder. If you have any issues, just write me here in this thread.