Pillager wrote:Maybe you could work it so that the crusader gets a strength bonus equal to the production time of the unit it is fighting -1. So, no bonus vs 1 turners...+1 vs 2 turners..+3 vs 4 turners, etc. Call it 'Valiant' or something similar. He'd be terrible at fighting rank and file, but great (+4) vs the biggest monsters.
I'd call this a Berzerker/Rage power. Doesn't have to be just against evil units. It should be against any unit you get the bonus Pillager described. It's far easier than designating good/evil/neutral units too. So 2 turns, 4 strength, Berzerker/Rage power as described above.
Kenc80 wrote:Also, to clarify...are you saying the kraken/serpent can attack coastal cities without ports? Thats super cool.
Correct. They could attack any city next to the water. It's not overpowering because they move so slow on land (5 moves including on roads) that even if they take a city they won't be moving very far afterward. Since it only applies to that unit it means you can't bring a stack of normal land units with you. So they end up as perfect coastal raiding units.
Plus it gives the War2/DLR concept of attacking cities from water which is sorely missing right now.
Kenc80 wrote:I like the idea of diversified terrain bonuses. IE the mammoth & yeti getting at least +2 in snow. This would make the stack building decision process kinda fun and involved for certain battles.
Me too. One thing I keep forgetting to mention. This is mostly for SnotlinG since he is the map keeper. But random maps should now have some basic rules applied when generating random production. In other words I don't ever expect to see Yeti/Mammoths in Desert/Lava terrain or Scorpions/Giant worms in the Snow. So each unit should be assigned a basic Y/N to appear in a terrain type. So for say an Elf it might be (Forest - Y, Open - Y, Hills - Y, Swamp - N, Desert - N, Snow - Y, Lava - N). Some units could obviously appear anywhere, others in more limited places.
KGB