My thanks as well.
highwayhoss
I really enjoy this mod; I like the new options and factions. BTW speaking of Horses, I created a faction that's VERY Horse centric called the Vestallans (I originally used the name for a Civ4 Fantasy mod civ). The Vestallans are a faction of mancers with the following traits: Horse Lords Legacy of Serrare Faith They belong to a religion called the Church of the Eternal Flame; in my backstory, they lef
I also disable the SoM as making things too easy. The thing is everyone focuses on the buildings.....how about taking a look at the spellcaster and the spell itself? I would argue that the SoM should have some prerequisites; remember it is a spell to take control of ALL magic; shouldn't that spell have SOME prereqs? My suggestion is for a Sovereign to cast the SoM, he or she should have at LEAST Master level in one school of Magic. &nb
Hmmm I like that idea.....simple and elegant.
Looking at these posts, see some great ideas here. I would go with the idea of Pioneers making up to three outposts with a population of 10 people each; also give Pioneers the ability to raise and lower land (with some sort of prerequisites). maybe also have a mechanism where Pioneers could be absorbed by a city to add to the population. This would be a handy way to grow a newly founded city. I also support the idea of separate build lines for units and buildings; this i
Having played Civilization 4 and E:WoM before FE, I strongly recommend continuing development of FE. I think you have something special here. As for my two Gildar pieces: Instead of making the game world like the Middle Ages, how about more like the Renaissance? A world recovering from the Dark Ages with more sophisticated technology like early gunpowder weapons and the like. More emphasis on Role Playing; instead of just hacking and slashing, give characters
We really need ships in the vanilla game.
I would also like to name my created units, since I play a lot as custom factions.
My thinking is that changes should be kept as simple as possible. First of all, since the game treats all horses as warmounts , I would run with that accordingly. All mounts (horses and wargs) should have an additional 20-30 labor cost for units and a 2 Gildar/turn wages cost (reflecting expenses like fodder, grooming etc.) I would assume that all Soverigns and Champions would have the skill to ride horses and fight mounted for game purposes. As for as roles go, I sugg
I do have one question regarding mounted units; do they have saddles and stirrups? The character graphics I have seen does not show them. This is important because Stirrups in particular had a huge impact on warfare because it gave the riders a much more stable platform to fight. Maybe have saddles/stirrups as a tech and or equipment? Also I do agree that horse should have a large labor cost and a high Gildar wage costs. Also maybe have a chance for
My suggestions for Infantry/Cavalry distinctions would be as follows: Increased support costs for horse/warg mounted units (reflecting the costs of feeding and taking care of horses/wargs.) After all, horses and wargs need food too. Spears should get combat bonuses vs mounted units (this would make spears more useful.) Accuracy penalty for Mounted/Mage archer units unless they get some sort of mounted warfare promotion. In fact, any unit mounted on a h