Re: Which nations need bennies?
I'm slowly formulating a gnome-nation which has quite a few earth effects, so I've thought about this issue a bit. One thing I'd like to see for Agartha is some kind of cave-superiority like Atlantians get for being amphibious. Agartha, being amphibious, should be the nation to pick if you want to go everywhere: ocean, land, cave, and they should be getting some kind of plusses for that. I really lean towards some kind of combat penalty for a lot of nations who aren't suited to fighting underground, besides the lack of light, although that's a big step in the right direction-cave provinces should definitely be utterdark as a matter of course, but even then, caves are hideously uneven and can be remarkably treacherous. A spelunking ability akin to amphibian and poor amphibian would be a step in the right direction here I think, and then once that was in, I've got quite a few ideas about some of the friendly-to Agartha-creatures that might live in caves. I tend to think in terms of adding new and interesting units, rather than changing ones that are already in the game too much, although ofcourse that's always a possibility for some of the redundant and more or less useless units in the game (there are a number).
Don't tell Kristoffer, but I'd really like to see some kind of Agarthan beholder in the game, if only because the body-type-including levitation and multiple eyes-would be perfect for caves. For my mod, whenever I get around to it, I want to see Agartha having a few of the more complex cave-creatures while remaining more or less the same, while gnomes will have access to earth elemental kind, and a third, "N'kai", proposed by Nerfex, will feature slimes and molds and fungi. There may possibly be a fourth Myconid nation, but that's just barely visible to me right now.
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