January 28th, 2012, 16:12
(This post was last modified: February 1st, 2012, 23:05 by Tasunke.)
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Losha Valas- starts with Vampiric Agility (possibly Hunter's Instinct as well, might consider lowering base str to make up for the marksman effect)
Brujah- starts with Hunger
Vampire Lords still start with Mind 1 ... will add Shadow 1 and Enchantment 1. Additionally, Vampire lords can use the 'Paradrop' ability from any owned city.
January 28th, 2012, 16:22
(This post was last modified: January 30th, 2012, 16:49 by Tasunke.)
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Chalid moved to Righteousness
Rathas and Radiant Guards abandon non-empy players
Empyrean Priests get 2 extra starting promos ... one for +50% vs Marksman, and the other for +50% vs Hidden Nationality
January 28th, 2012, 16:24
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Theocracy ... move to Religious Law (or get buffed, either way)
January 28th, 2012, 16:25
(This post was last modified: January 30th, 2012, 16:49 by Tasunke.)
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Basilica ...
+50% guardsman production, +25% law production, +25% spiritual production
during crusade, doubles "Crusaders" (warren functionality)
January 28th, 2012, 16:27
(This post was last modified: February 2nd, 2012, 03:51 by Tasunke.)
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New Granary and Smokehouse ideas below
base Granary
+20% food storage, +1 health rice, corn, wheat
Calabim Granary
+30% food storage, +10% food with Rice, Corn, Wheat
Kuriotate Granary
+20% food storage, +1 health rice, corn, wheat, +10% food with Rice, Corn, Wheat
Sheaim Granary
+20% food storage, +1 health with Rice, Corn, Wheat, and Razorweed
Lanun Smokehouse
+20% food storage, +1 health with Pigs, Sheep, Cows, and Fish
Hippus Smokehouse
+20% food storage, +1 health Cows, Pig, Sheep, +5% commerce and hammers with Cows, Pig, and Sheep
Split Pasture into Corral (horses) and Pasture (cows, pig, and sheep)
Pasture +1 hammer with Horseback Riding, +1 food with Animal Handling
Corral +1 gold with Animal Handling, +1 hammers with Stirrups
(although this leads to a suggestion that Warhorses should come from Feudalism and Animal Handling, as opposed to Iron Working)
February 1st, 2012, 23:09
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Javellin Throwers -> no building requirement, reduced hammer cost to 60 (same as Archer and Axeman)
Axeman -> it and all UUs (except Pyre Zombie) get +25% vs warriors
February 1st, 2012, 23:16
(This post was last modified: February 1st, 2012, 23:39 by Tasunke.)
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techs should go in this order (game mechanics can change)
make Divine Right (up to 50%) less expensive, make Gunpowder 50% more expensive, make banking at least 25% more expensive
scientific method -> physics -> Steam Power -> Assembly Line and Railroad
Railroad -> Refrigeration -> Combustion
Assembly Line -> Steel and Replaceable Parts
Replacable Parts -> Rifling and Electricity (electricity being more expensive)
Rifling -> Automated Weapons
Electricity -> Industrialism and Radio
Industrialism -> Plastics (w/ combustion)
*Cannon at Gunpowder
*machinegun at Auto-Weapons
*Infantry at Auto-Weapons and Industrialism
*Tanks at Industrialism, Combustion, and Auto-Weapons
*Battleship at Combustion + Industrialism
*Destroyer and Submarine at Combustion + Radio
*Transport (and Cruiser/ Light Cruiser?) at Combustion
(discovery of Oil moved up to Steam power)
February 1st, 2012, 23:24
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Have a new tech "Patronage" after Education and requiring Aesthetics
Patronage
-> Hermitage
-> Versailles (w/divine right)
-> Museum (new building) +2 culture, +10% science and culture
-> Natural History Museum -> requires 1 museum(in city) and 3 libraries
+25% science, +2 sage slots
-> Museum of the Arts -> requires 4 museums
+1 happy per 10% culture, +4 culture and +40% culture
The Smithsonian (new wonder) w/ Nationalism
+25% science, free museum in every city
February 1st, 2012, 23:28
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Factory at Assembly Line
Mechanized Factory at Industrialism (requires factory)
Coal Plant and expensive Hydro Plant at Electricity
cheaper Hydro Plant at Plastics
more preparation needed for Nukes (will discuss later)
February 1st, 2012, 23:48
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Aristocracy -> only -1 food farms/ +2 commerce farms
no Royal Guard monopoly, no maintenance bonus
Royal Guards -> available to anyone at Feudalism + horses (or nightmares)
Royal Guard changed from 4/8 to 4/6 +50% city defense
Other Changes
Vassal States at Warfare, Deensive Pacts at Military Strategy
Warhorses moved to after Fuedalism (with Animal Handling and HBR)
move Republic to Guilds and add +1 specialist per city
add Civic Anger to Liberty
add AV only National Wonder that removes Civic Unhappiness (similar to Pillar of Chains) -> might then change functionality of 'Pillar of Chains'
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