(January 22nd, 2013, 13:43)Tasunke Wrote: What did I repeat? I suppose I should put more things in spoilers :P
Specifically you're floating an ING grigori suggestion that's attempting to fix a problem for which I've already adopted your solution - namely that heroes upgrade for free.
1. I disagree with Demon Altars being national wonders. They already cause +1 unhappiness. I don't think Infernals need the nerf
2. I absolutely agree that Beasts of Agares should require Demon Altars. They should also iabandon if you switch out of the Veil
3. Do Druids start with Nature 1, 2 AND 3 then? (because I believe before the change they just started with nature 1)
4. Wholeheartedly agree that Lich spell should be at Divine Essence. Should we make them immortal now? :D
5. Disagree with the fire resistance from Bless ... maybe unholy resistance instead?
(January 22nd, 2013, 13:44)Sareln Wrote:
(January 22nd, 2013, 13:43)Tasunke Wrote: What did I repeat? I suppose I should put more things in spoilers :P
Specifically you're floating an ING grigori suggestion that's attempting to fix a problem for which I've already adopted your solution - namely that heroes upgrade for free.
Ah yes. Thank you for that I wasn't sure the change would make the cut, glad to see that it did ^_^ I suppose I was surprised by your response since this conversation happened only a few posts ago, with different actors. Well, I think that either Cre or Industrious might work for Cassiel's 2nd trait (yes, I know I said Cre was lore-killing ... but its not as bad as certain other things ...). However, I think we should at least replace Averax's creative with Expansive.
Sorry, I should have been clearer: I think that the Demonic trait, combined with two solid traits (Agg Pyre Zombies) is overpowered in most situations.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(January 22nd, 2013, 20:24)Tasunke Wrote: Due to ac immune adepts?
Well, mainly because Barbarian peace without a tech penalty, plus the naturally strong Sheim early game + Agr + Exp just seems a little too much to me, at least in comparison to the other Sheim leaders and the other rush civs (Doviello; Tasunke's Hippus). The demonic promotion helps a little more than it hurts, I think, as well. However, I must reasses whether it would be overpowered compared to a powerful leader like Adrenal Phaedra. Possibly not...
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(January 22nd, 2013, 09:39)Tasunke Wrote: As Pact of the Nilhorn is a ritual, I'm thinking that this only makes Heron's throne applicable here.
For non luchuirp, how useful is Ind's worker boost?
Worker boost is always useful, as everyone wants to build workers early.
IND also helps with Dreptus, which is very useful since Grigori start with crafting. Some like FotT or Bone Palace might be possible too (why Grigori would research Philo early is beyond me though).
I like Magister's Auric Ulvin as Cha/Spi/Def (and I'd probably move Agnostic as a civ trait here)
Defender is removed in EitB cause it sucked, apart from that I don't see a huge reason why we should change much else. IMO EitB is just supposed to be a balance mod, massive changes for the sole reason to copy other mods or the lore are not very likely.
(January 23rd, 2013, 00:04)WarriorKnight Wrote: IMO EitB is just supposed to be a balance mod, massive changes for the sole reason to copy other mods or the lore are not very likely.
This is very very true - I do appreciate the brainstorming but I have a huge bias towards inaction rather than action in these things .