- Placing mountains/lakes:
In my first games I also exploited this (especially after placing a labyrinth ). With 1.03 I had to adjust my playstyle, and it was great. Smiting can serve a similar job but is comparably expensive. Maybe make mountains/lakes more expensive or an optional difficulty setting.
What are your thoughts on (a few posts back) the suggested changes to making the mountains and lakes not be abject blockers, but instead huge movement speed reducers only.
- Bandit Keeps:
Didn't give me a headache in any way. Personally I found it more interesting with keeps around that take some effort to destroy.
Hopefully with the minotaur and chimera having their building bonuses removed, this will remain _more_ challenging without being frustrating for others.
One problem with units on board is that when chokes are create d then the number of units on board rises dramatically. I dont think chokes need a buf ;)f .
What if instead the resource is when humans are killed? This would buff non chokes.
That's a good point. Now we're back to soul harvesting, though.
Which I'm fine with, really; it encourages destruction, which is great. And it's something that we could make only work for red and blue, potentially. ACTUALLY, when a red human dies then 1 soul goes to the red faction. Red building dies, it's 5 souls to the red faction (let's say). Ditto on blue. Then the souls are a per-faction resource, and something that encourages warfare (even letting bandits come get you).