|
|
|
|
|
July 17th, 2004, 09:11 AM
|
Sergeant
|
|
Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Mictlan Theme: Rivers of blood
In the daily rituals of Mictlan, blood sacriface plays a mayor role. Those who are to be sacrificed are honored, and more than a few offer themselves to their god.
For a mere 100 points, blood hunting wont create any unrest.
What do you think about it?
[ July 17, 2004, 08:12: Message edited by: PrinzMegaherz ]
|
July 17th, 2004, 10:31 AM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: Mictlan Theme: Rivers of blood
imho this sounds like a neat idea and it would even add a new "flair" to themes (the first "real" theme that not only changes troops but makes a major change in gameplay)
|
July 17th, 2004, 10:42 AM
|
|
Major General
|
|
Join Date: Oct 2002
Posts: 2,174
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Perhaps, instead, it should cause reduced unrest, depending on dominion, as it's a populace belief thing and dominion theoretically reflects the proportion of people in the province who believe in the cause. A reduction to, say, UnrestChange = StandardUnrestChange * min(1,(10-Dominion)/10), would be an advantage inside your own dominion, but would only reduce the unrest increase to 0 where dominion has reached 10.
__________________
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
|
July 17th, 2004, 11:24 AM
|
Sergeant
|
|
Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Quote:
imho this sounds like a neat idea and it would even add a new "flair" to themes (the first "real" theme that not only changes troops but makes a major change in gameplay)
|
Mictlan itself has different game mechanics from the rest of the nation (no dominion without blood sacrifice)
Quote:
Perhaps, instead, it should cause reduced unrest, depending on dominion, as it's a populace belief thing and dominion theoretically reflects the proportion of people in the province who believe in the cause. A reduction to, say, UnrestChange = StandardUnrestChange * min(1,(10-Dominion)/10), would be an advantage inside your own dominion, but would only reduce the unrest increase to 0 where dominion has reached 10.
|
Thats even better. But you should add that a dominion of 10 could produce free blood slaves without hunting, because the girls offer themselves
|
July 17th, 2004, 12:24 PM
|
Sergeant
|
|
Join Date: Jun 2004
Posts: 266
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Originally posted by Ragnarok-X:
"imho this sounds like a neat idea and it would even add a new "flair" to themes (the first "real" theme that not only changes troops but makes a major change in gameplay) "
Actually the death themes, CW & Ermor do this already.
I would like a Version where you gain blood slaves by defeating people in battle - say 1/5 of casualties caused turn into slaves. Only fairly "normal" troops would count & you have to win. This would have a much more Aztec feel to it.
This would be paid for by 50 points & the loss of slaving operations. It might not work very well either as you would get a rush early in expansion then a lull. & end game would provide very little.
Pickles
|
July 17th, 2004, 12:37 PM
|
|
Lieutenant General
|
|
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Quote:
Originally posted by Pickles:
I would like a Version where you gain blood slaves by defeating people in battle - say 1/5 of casualties caused turn into slaves. Only fairly "normal" troops would count & you have to win. This would have a much more Aztec feel to it.
This would be paid for by 50 points & the loss of slaving operations. It might not work very well either as you would get a rush early in expansion then a lull. & end game would provide very little.
Pickles
|
a good idea but it won't work because after earlygame you will not encounter many "normal" troops but SC's and high end summons .
|
July 17th, 2004, 02:12 PM
|
Sergeant
|
|
Join Date: Jun 2004
Posts: 266
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
[quote]Originally posted by Boron:
"a good idea but it won't work because after earlygame you will not encounter many "normal" troops but SC's and high end summons."
Actually on reflection it might not be bad as you get to boost early blood then set up the usual economy for later. So it is time limited but has a real use - accelerating the blood economy. It might be hard to balance though.
Meanwhile on the original topic - could you mod this to test it. It does sounds way powerful at first sight, better with the dominion effect.
Pickles
|
July 17th, 2004, 02:22 PM
|
|
Lieutenant General
|
|
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Quote:
Originally posted by Pickles:
This would be paid for by 50 points & the loss of slaving operations.
Pickles
|
i think i misunderstood you
i thought with slaving operations you mean that they can't bloodhunt normally
but i think you meant the capture slaves command which only mictlan has
|
July 17th, 2004, 02:59 PM
|
Sergeant
|
|
Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Quote:
Meanwhile on the original topic - could you mod this to test it. It does sounds way powerful at first sight, better with the dominion effect.
|
I don't think this can be modded, if this is found to be a good idea the devs will have to do the work
|
July 18th, 2004, 01:32 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Mictlan Theme: Rivers of blood
Great idea Megaherz!
Would suggest:
"Divine Blood" as title, or
"The Willing Sacrifice" or
"Sanguine Fields" or something like that
Quote:
Originally posted by Jack Simth:
Perhaps, instead, it should cause reduced unrest, depending on dominion, as it's a populace belief thing and dominion theoretically reflects the proportion of people in the province who believe in the cause. A reduction to, say, UnrestChange = StandardUnrestChange * min(1,(10-Dominion)/10), would be an advantage inside your own dominion, but would only reduce the unrest increase to 0 where dominion has reached 10.
|
This sounds even better, although an improved algorithm would have to be used if it were still to cost 100 points.
This would have to be playtested extensively before it could become implemented by Illwinter.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|