Re: Site-modding Think-tank.
I made a mod like this (with just a single site) a long time ago, perhaps year or two. If any of you remember the Castle Wyvern mod, I eventually ended up releasing it as MA Agartha add-on because I had made the graphics before I realized it wouldn't work as an independent site.
It's basically a wyvern-riding knight unit and commander.
I suggest trying to add about as many sites of each path (and to each terrain), if possible. It'd be annoying if a mod made, say, getting death gems a lot easier for all nations by adding in too many high-level Death sites that generate gems and increase Death scale.
More holy sites! Would be especially nice if there was always a hint present that a holy site is present. Also, Holy sites shouldn't be too much skewed towards Astral. Standing Stones with Growth and
More scale effects from level 3-4 sites would be nice. Something very logical, so that you'd know it's a good idea to cast spesific site-searching spells in there, or send a priest over first.
What scales would different paths' sites have?
Fire: Heat, perhaps order (alchemy=money)
Water: Cold, perhaps luck,
Earth: Production, order, drain
Astral: Luck, magic, perhaps misfortune
Death: death, misfortune, perhaps cold
Nature: growth, turmoil (maenads etc), heat (jungles have more life than northern forests, etc)
Blood: unrest and turmoil and sloth all seem to fit.
Air: any suggestions?
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