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Speaking of the elves are kind of nutso with how they give you so much culture and production if you've got a heavily forested capital. I find its kind of hard to pick something else, with the exceptions mostly being heavily hilly regions, tundra starts, or having almost none of the above and being 'forced' to go with one of the buildings with no tile bonuses.
Not sure if it matters or not, but I'll make a note about the frequency of allied unit spawn and add that to the next upgrade.
Thanks.
Some of the units only have 1 character to show off that they are loners, powerful magic users who are the equivalent of a normal unit, power-wise.
Are you using the R.E.D. Xtreme or some mod like it - that reduces unit size on the map?
Additional details at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=974922021
Please note: that Fantasy Army (V5) is version is NOT compatible with previous versions of the same mod. Please finish any current games that has that mod loaded before starting a new game with the new version.
Thanks!
About the lack of a cat picture... I'm willing to overlook that... For now... ;)
Thanks for the feedback - it is appreciated!
- Each ally has 7 unique units, spread through the tech tree. They are upgradable.
- You can have a max of 6 Arcane Ally units - after that point, your ally stops sending additional units. You can always capture other AA units, if you have units that can capture defeated enemies (e.g. Necromancers in the FA mod).
- Currently, the AA National Wonders (the embassies) cannot be captured when the city is taken. This limits the ability to have multiple allies. I guess I could look into allowing multiple National Wonders like you suggested, but still limit the total number of AA units to 6 or so, to keep it from becoming too OP? That actually might work...
I'm the kind of person who likes to get everything, so I was kinda disappointed when I saw you can only have 7 of the guys per game. But I had an idea that could allow you to get access to multiple alliances per game, while hopefully not make you to OP.
What if when you captured the capital of a civ, the alliance building isn't destroyed and you now are also allied with that race. Say I am allied with the dwarves and Civ 2 is allied with elves. I capture their capital and now am also allied with the elves and have access to their troops.
Just an idea that popped into my head as I was playing.
I think Tolkien is really the Spiritual Godfather of the modern Fantasy genre, so when it came to time name a unit, building, promotion, etc., I went to Tolkien first, to find even the slightest link between his writings and the feature in the mod.
Helped fill up the Civilopedia, too - which was nice.... ;)