Topic: [experimental tribe] Hebrews
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OIPUN |
Posted at:
2026-02-19, 21:33 UTC+1.0
As for the tribe, my suggestions are:
To make the tribe work through add-on, you will need to have also a world add-on. The same way the Sumatrans have their world add-on. Because you can't add attributes to critters in tribe add-ons. But you probably already know this. I know the add-on is still in progress, so I'm sorry, if I duplicate any new ideas you have or you are already working on. I still hope that you may find some of my suggestions useful. There are many innovations and new ideas so I like the tribe a lot. I've played just one short game so far, but I am looking forward to play a longer one soon.
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Ron_of_Nord |
Posted at:
2026-02-20, 00:01 UTC+1.0
Hi Carli2
I've been reading through these post with interest and this that the Hebrews would be a great addition The aussies are coming, ya ho! ya ho!
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carli2
Topic Opener |
Posted at:
2026-02-20, 01:32 UTC+1.0
Hi @OIPUN. WOW. I'm overwhelmed of this constructive feedback, especially the balancing hints. Both - take away pressure from the wool logistics desaster (by design!), aswell as the solution with the bricks. I modified it a bit such that bricks can either be made from granite or clay+firewood. But the historically correct version would be air-dried bricks on a big place. I also go with the tent cost - but I'd prefer to leave it to 3 soldiers only. Tents are for discovery of wide planes; military might comes from Massada. The basic soldiers are very weak (1 barbarian kills 2 hebrew rookies) so the tent can withstand a single attacker. About the balancing: I find it a challenge to have weaker rookies which forces you to invest into fast economy rampup. As a balance, Hebrews can skip mountain hills with their Massada building which makes them sneaky and good hide&seek players. In the worst case, you can't reach their Massada because you don't have a castle building spot and you have to wait until they make a mistake or come out of their hideout. A scout can also help to find their hiding places. As you suggested, I will increase the gold cost for Yeshiva+Training Camp even further; This makes ramping up the economy output a "decision". That the threshing floor is a mine is historically correct because a threshing floor must be on top of a mountain in order to get enough wind for the threshing. An AI hotfix for wine+threshing floor is submitted as PR. The training site is already built from wood which costs gold but I can add a menorah, too. I already fixed the dependencies of the world changes (instead of adding attribute:kosher to sheep, I made shepherd search for name=sheep) I disagree with the gold smelting. Hebrews can harvest fine gold and you can simply hammer it into the right shape if you are a skilled handyman. I wanted to reduce the complexity for coal mining since the whole wool and cloth industry is space consuming and hard enough. The rebbe=Geologist concept is part of the training cycle: the higher educated a worker is, the more complex tasks he can do. This adds an additional dynamic. I will ofcourse rework the graphics once the basics are set. Ships are expensive enough. Cloth is hard to produce - a disadvantage in seafaring. If it costs gold (=logs), too, it would be unfair. @Ron_of_Nord: I know it's a ranged weapon. The engine does not support ranged weapons. So we have to stick to melee fights. Since soldiers are relatively cheap, they in return are weaker than an axe swinging enemy.
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Ron_of_Nord |
Posted at:
2026-02-20, 02:33 UTC+1.0
Hi Carl2
I only thought that a dagger may be a more effective start up weapon. The aussies are coming, ya ho! ya ho!
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waldecker |
Posted at:
2026-03-03, 11:11 UTC+1.0
Hi Carli, that looks great. Any chance to get the tribe into the AddOns soon? Yesterday I stood before an abyss, today I'm one step further
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carli2
Topic Opener |
Posted at:
2026-03-03, 11:23 UTC+1.0
It should be uploaded now (3 days quarantine is over) I did not implement the feedback from OIPUN yet, but that will be coming soon.
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waldecker |
Posted at:
2026-03-03, 13:05 UTC+1.0
unfortunatly it is not. Or at least I can't find it. I reloaded multiple times. Yesterday I stood before an abyss, today I'm one step further
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kaputtnik |
Posted at:
2026-03-04, 09:51 UTC+1.0
Close after a new add-on is provided and close after an add-on get updated, it takes some for reviewing (verifying) it. If you can't yet see the add-on in the manager you can try to disable the "Verified" checkbox and choose "Quality any".
Edited:
2026-03-04, 09:52 UTC+1.0
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waldecker |
Posted at:
2026-03-13, 14:48 UTC+1.0
Thanks for the hints, after some close-restart-reloads I found the Add-on. I tried some maps with the Hebrew the last days. The tribe looks quite intresting but needs some adjustments, as OIPUN already stated. What I found is that
Edited:
2026-03-13, 14:48 UTC+1.0
Yesterday I stood before an abyss, today I'm one step further
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carli2
Topic Opener |
Posted at:
2026-03-14, 12:22 UTC+1.0
Thank you waldecker. Thats valuable feedback for rebalancing. When my work projects get a bit less, I can tackle all those issues.
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