I like this topic.
Thinking up good ways to generate favour is hard.
Even the original Norse already have 2 ways of generating favour because their Hersir passively generate favour.
Egyptians can already build infinite farms in the first Age so that wouldn’t be that big of a thing.
That one is kinda boring though since it’s essentially just passive income.
Maybe a second kind of farm that produces less food but does produce favour?
Not a bad idea but it would effectively be another building that passively trickles favour.
NĂĽ Wa can already build Markets in Classical Age so nothing completely new.
It could just be a Classical or even Archaic Age building for that civilisation.
Caravans don’t produce little gold in comparison to villagers so they are not really a good investment in early game so I don’t think it would be a balance issue.
Kinda boring if it mainly comes down to Temples giving a passive trickle.
Relics should honestly generate favour for every civ.
Kinda too similar to Norse I think. If it’s just destroying buildings it would be to hard to get favour in the early game.
That is kinda strange. Getting resources for doing bad.
Sounds kinda boring.
Also boring and hard to balance.
It’s like Atlanteans but worse.
That is just completely passive, it can’t really get more boring.
Myth units cost Favour so they should not generate Favour.
Norse heroes already generate favour.
It’s hard to come up with good ideas. You have a lot of good ideas but most need some more details to be figured out.
This is like way cooler then the Chinese Gardens.
Livestock is kinda boring because it would just mean being indirectly able to buy favour, but it could be expended to be interesting.
Human sacrifice is a cool idea because you have to make trade offs in the early game. Giving up a villager and therefor some economy to get some favour.
But in the late game it would come down to just buying favour again.
Wouldn’t that be a reskin of the Greek method?
Or would it be other units then villagers?
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Gathering: gathering resources generates favor
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Any resource?
Would be boring. Or you mean a specific one?
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Wood Huggers: generates favor for each tree in influence/radius of buildings
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Like the Rus in AoE4 with gold?
Sounds like it would work well. Nice synergy with Gaia alley.
Could be interesting for other resources like Mines or Animals too.
(Like Japanese in AoE3 for example)
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Science: generates favor from each researched technology/upgrade, probably combined with some infinite research option
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Just when researching? That sounds pretty passive early on and then just converting resources in late game.
Will the infinite research do other things then just giving favour?