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EitB v12 Wishlist/Progress

Yeah, I can look into that.

Malakim Lightbringers are currently standalone (tested to be sure).

Agree with Mardoc re:Cultists. I'm very wary of making OO too weak.

Relevant though:

Improvements:

Forts(/Castles/Citadels):
- Can house naval units/be used to transport naval units. (?)
(A la base BTS.)

Any objections?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


How do the forts work like that? I never built them in BTS. How does this affect the game? Why would someone want to do this?

Also I was told that building forts over resources would grant access to the resources. Is that still valid?

Forts in BTS are extremely powerful. Consider this screencap from a duel I'm currently playing with Qg:






I founded the pictured city specifically so that I could move Galleys through it to hit the Amurite capital or move units through the large sea to the north. It's not an optimal location for me though in terms of tile use- I'll have to found a couple otherwise lousy (and expensive, with vaults) filler cities in order to not have wasted a fair amount of land.


Were the game using BTS forts, I could have instead built one where my city currently stands for the same purpose, while founding my city in a more appropriate location, such as 1NE or 1NE, 1N of the cow. It's certainly worth giving up a single tile- plus the Fort gives me a defense boost at what is by definition a choke point, which extends to my city.

That makes sense not having to be forced to build a city to do that. Does the fort have to be in cultural borders? Also what about building a fort to get a resource or impossible to get resource?

(January 16th, 2015, 18:01)Kragroth Wrote: How do the forts work like that? I never built them in BTS. How does this affect the game? Why would someone want to do this?

Also I was told that building forts over resources would grant access to the resources. Is that still valid?

Forts connect resources, and give +25% defense in BTS, and act as cities for purposes of ships moving into them (and as channels into lakes and so on). In FFH, they upgrade slowly over time to Castles and Citadels.

One possibility is to have Castles/Citadels act as channels, but not forts.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(January 16th, 2015, 18:32)Kragroth Wrote: That makes sense not having to be forced to build a city to do that. Does the fort have to be in cultural borders? Also what about building a fort to get a resource or impossible to get resource?

Yes it has to be in borders. See above for resources. I'm not sure on impossible to get ones.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


I'm actually not sure if forts have to be in your culture to work as ports, I don't play BTS much :P


Note that you cannot construct a big chain of forts in order to create a world-spanning canal, unless there are at least 1-tile bodies of water or cities between each of them.

(January 16th, 2015, 15:35)Qgqqqqq Wrote:
Quote:Can you make it vs Cultists only? It feels weird to have Drowns become weak as well. They're already hard to find a good use for.

Yeah, I was thinking that as I was writing it. I'm not sure how to code it, but if possible I will

Channelling 1 can give a debuff vs naval units.

For the Grigori, what if the effect of their worldspell could also be achieved by a repeatable ritual? 200 hammers on quick or something to reset the GPP counter.
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EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth




Hmm. At what tech?

Edit: Also, would need new worldspell. Maybe something causing GP to double?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


I think the Grigori Worldspell resetting both their Adventurer GPP and Regular GPP would be fine. This alone will let them fully benefit from their Philosophical Trait while they have it and let them get adventurers in a speedy way which is nice.

I'd say if you think they need more adventurers than just waiting around, why couldn't we just make adventurers buildable from Grigori Taverns Directly? Make them cost 200 hammers directly or something fair.



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