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I was also thinking that Culture per kill is not too powerful unless you are going for Domination Victory and Purity/Supremacy route. However, considering that the Helghast should be played that way (you are playing as a faction thats simply builded on military, so what the hell xD), i kinda settled with idea. There is also a very small frontier between something being UP and OP.
I personally think, that a passive effect would do pretty well. What do you think about +2 Production in every city?
Again, huge thanks for feedback. :) Cheers!
I want to start off by saying i love the helghast, so needless to say i love the mod. I do agree with jomarg that the trait is a tad bit underwhelming and think something along the lines of a production bonus might make sense (like youve already said). It does seem to go along with the theme of the helghast since they seem to have a heavy emphsis on manufacturing and production aside from the obvious miliaristic side of their culture. I guess to kind of throw out ideas, there could be bonuses added to manufactories like +1 production or maybe +1 culture (im not sure if thats possible.. I dont know anything about actually making a civ mod ._.).
Please let me now if you are ok with it! :D
Cheers!
To help immerse the player into feeling like they are the mighty Helghast:
*Helghast Soldier loading screen pictures
*Scolar Visari picture for diplomacy
*Helghast-inspired options for colonists, spacecraft, and cargo? Maybe all themed towards their technological awesomeness and their militaristic nature?
Ex.
Colonists: Soldiers, all units recieve +10%(Ranged and Melee) when attacking.
Cargo: Stahl-Arms, Begin with a Ranger unit.
Spacecraft: Helghast Engineering, Begin with 100 Production towards your first building.
Right now i am too busy to do any changes (school project), but once i will have time, i am going to see what i can do.. :P
Great idea though! :P Lots and lots of them, too bad there is not so much time...
ISA, YUS.
Otherwise, mod rocks. And if you want some trait or unique suggestions, I hope you like these:
Rule of Helghan:
Conquering cities grants no negative health. Population requires 25% less food to grow normally, and negative health resulting from population is reduced by 30%.
Troopers:
Replace early soldiers in the game. 15% better combat strength, resist miasma, and with each Purity level, 10% less maintenance (up to 40% total).
Petrusite Grid:
20% more energy generation in the capital, and all 2 tiles away from the capital generate damage for enemy soldiers who are located on these tiles.
Hope you like these, and if possible, try to make the ISA civ as well!:P
good ideas imo (ISA dog hate thos wretches) but that seems like it'd make the helghast super broken, the unique trait would just make them god tier to the point of expanding so quickly and so rapidly they couldn't be stopped. also the petrusite grid seems like it could be kindve broken with the damage + energy production but that might be balanced depending on math. The troopers also seem ungodly strong for the early game, but they'd be replaced quickly since you lose your troopers after like your first/second affinity level. I also dont think they should scale with purity (as the helghast could also be supremacy such as their super high tech augments to their troops and super vehicles or harmony as harvesing petrusite for weapons and such) Good ideas overall though