#Industrious Sub Cultures

9 messages · Page 1 of 1 (latest)

slate vine
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Love the Dark rework. Some thought for something similar for industrious. A pure Materium focus one for the very tall city builds focusing on Special province improvements. A Order/Materium focusing one that gives stability for city defense and generally aids fighting on your own territory. And Nature/Materium which is expansion focusing with like a thing where you get extra resources from forester or more stuff from Coperation to embody the whole trade city fantasy.

slate burrow
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Industrious doesn't need a subculture.
What it needs is better units and for the devs to stop nerfing it into the dirt. What they did with the patch is absolutely shameful.

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There is a lot of Cultures that need work, including the DLC cultures that languish in irrelevance and we can't keep fixing them one at the time while the power creep keeps growing.

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We are going to run out of Expansion Seasons before anything gets fixed at this point.

finite siren
steady cove
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The name and visual teeming calls to mind early industrial revolution. Sans the firearms. The devs have said that the culture is supposed to be inspired off of the dwarf aesthetic.

I said it in another thread about this topic, but the only direction I really see for Industrial subcultures is a rough analog to the mine-to-market value chain. That is, a subculture skilled in the extraction of value from the earth, a subculture skilled in fabrication, and one skilled in economic manipulation to bring its goods to market.

The first two are straight-forward. The last one would require a revamp to diplomatic systems to be viable. Something like being able to stockpile production, food, and draft materials to put on a global market. Ideally mirroring a stock exchange. Then, give the "trade" subculture easier access to the function, perhaps through reduced taxes on its use or something of that nature.

I'd also appreciate seeing such an overhaul accompanied by two tomes that grant a non-reaver magelock infantry and a non-reaver culverin.

But, daydreaming aside, I think High and Reaver are in more desperate need of the ol' Mystic, Feudal, Dark treatment.

cyan turtle
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I'm curious, what do you think makes high and reaver subpar? (Reaver I see 100%. High seems pretty okay but very reliant on awakening their units. I don't play either culture that much tbh)

minor stirrup
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Reaver needs the love, without a doubt. The culture has such potential, with a cool theme and aesthetic and interesting to play units, but has the worst spells of any faction by far and a war spoil system that loses relevance the moment you step into the mid-late game. Seeing as warspoils are such an interesting idea I would love to see more effort put into making them useful. Even just replacing one of the reaver spells with the ability to subdue (treating a nearby hero as an overseer) would accomplish this. You could literally replace the warspoil system in the mid game with a nymph and be better off for doing so.

steep mica
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To add to the discussion, there could be two subcultures: one as is, double Materium; one Materium+Astral for construct-builders and elementalists. I feel like just a little bit of cultural support would be enough to finally push the constructs high enough without going into the tome reworks.

The poor job done during the first expansion season has left a lot of holes and incomplete themes in the game. I am not sure they will ever go back to the old expansion tomes to give them a new coat of paint and actually bring them up to the theme (khm khm, T2 construct that has nothing to do with constructs, or rather being best for non-construct builds), so enabling a theme with a subculture seems more preferable.