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Maskling pops and the Wiki

A topic by Darokrithia created Mar 15, 2018 Views: 728 Replies: 7
Viewing posts 1 to 2

Played in the 1.0 version, it was great.  2.3.3 is even better, but I'm unfamiliar with a lot.  I took over a maskling camp.  I have maskling pops now.  Should / can I get rid of them?  Is there anything useful to do with them?  Can I make maskling troops?

Also if you press random article on the wiki you get mostly ads.  Look at activity.  Most of the pages are in random languages and are selling some kind of snake oil.  It needs to be cleaned up.

Developer (1 edit) (+1)

Your captured maskling pops will work just like normal ones, but cannot leave as settlers. Any captured maskling buildings can still produce maskling troops. But you cannot make new maskling buildings.

Yeah, the wiki is overrun. I'm planning on replacing it entirely, I don't really have the time to fight bots.

While you're here, I have a small and kind of silly suggestion.  While I know that bronze age is not aiming for 100% historical accuracy or anything, but pigs are not good beasts of burden (nor were they common in the middle east after around 1000 BCE).  While I don't think you should remove pigs, it would be cool to add other animals like camels, cows, and sheep

(1 edit)

or, you could upgrade a pasture to sturdier animals like oxen, and use those to upgrade your trade caravans, who will then move faster and maybe have a bit more health.

Speaking of trade caravans, The movement AI is still a bit annoying. They keep walking off the road, which is a more direct route, but movement costs make the path I took time to build better. 

Developer (1 edit)

Funny that you mention that, becuase I had an idea last night combining the desire for more traditional beasts of burden, and technological assimilation.

Instead of assimilating technology from capturing settlements, assimilate parts of the other tribe's culture from interacting with them over time. The difference might seem subtle, but a key difference is that you could assimilate parts of a tribe's culture that you're completely friendly with. Trade and negotiate with another tribe for long enough, and some of their culture will start to bleed over.

Part of this could be straightforward technology, but it could also be more subtle. For example, one of the races I want to add has a strict noble caste, and some buildings can only be operated by a noble. Humans interacting with them over time could have the opportunity to form a noble cast of their own.

If you take that, and mix it with the Horse Nomad race that I'd like to add you get an interesting possibility. Humans at first only have Pigs for beasts of burden, but if they interact with the Horse Nomads they could assimilate the ability to raise horses. Horses would give a direct upgrade for trade wagons and chariots. This would effectively be advancing your own culture through diplomacy, which I don't think I've ever seen before.

No promises that this will happen, but I find the idea really compelling.


Edit: for the misbehaving wagons, could be the fault of the pathing optimizer, or it could be that they're actually following the shortest route. Roads only cost 75% of the movement speed of open ground. If they had to travel twice as far to use the roads, then that wouldn't be worth it.

You are adding other races?  Thats awesome!  I really like the idea of the nomadic one.  An Indo-European / Iranian steppe horde sounds very thematic and fun.  Besides the nomads and nobles, what else are you thinking of adding?

Developer

So far I'm planning on a Japanese themed human race, enemy only horse nomads, and a race of mushroom people.

There will also be some variations of AI humans. Ranging from simple bandits to advanced city states.

Eventually the Masklings and Mushrooms People will be moved out to built in mods, so that people who prefer more realism can disable them.

Interesting. Also, if you can make peace with the masklings, perhaps Giant Rats could be the domestic creature link between pigs and horses.