Instead of targeting what specific civ these would apply to, I want to focus on ideas for favor generation in of itself.
A norse style mechanic with a twist, instead of favor based on fighting, it would be favor based on army size. In this way, it would be balanced because in order to build myth units you would have to hold off on fighting because the gather rate would be connected to your army pop size. You go fight an enemy and lose your army, then your gather rate goes to zero
Relic based system, a civ that instead of getting a trickle of gold, gets a favor trickle. Obviously, there would need to be more than just whats on the map. For this civ you would pay to spawn a relic that you need to locate to get a favor trickle?
Technology based, a greater trickle of favor the more techs that you have researched. Not sure how to balance this one.
instead of another civ getting favor based off of a building, the mechanic could be that you gain favor AS you build buildings. This could be nuanced depending on how many villagers are tasked to building a building or how many buildings are being built at once?
Another norse style twist that favor is dealt with specifically the amount of enemy buildings destroyed.
A civ where favor is generated from god powers being cast? prob wouldn’t work in retold
That would be just a passive trickle on every military unit?
Sounds kinda boring tbh.
Relics don’t trickle gold atm. and it’s kinda easy to deny the enemy from Relics.
If you play against that one civ that needs Relics you would likely try to get them as soon as possible at all costs.
Also there are very little Relics per player and they are all usually already collected in Archaic Age so the favour production would peak right in the beginning.
That would just be totally passive in the late game. Sounds pretty boring.
Does that mean you would just queue up a lot of wood camps or something like that in the late game and then keep deleting them?
That could work but has the issue that destroying buildings is a lot harder to pull of then attacking units.
Also Norse already gain favour from attacking buildings, they get favour from any type of fighting their human units and heroes do.
Think about at what phase in the game you usually destroy the first enemy building. That is usually pretty far into the game. That would mean no myth units and no minor god techs until pretty late.
Also if you get attacked and have to defend you have no way to gain favour at all.
That is impossible now and would have been impossible in the past.
God powers were limited so the amount of favour you could generate would be extremely limited too, even for civs with recastable god powers like the Atlanteans.
If they had an infinite but free god power then they would just cast it every time the cooldown runs out.
Not very interesting gameplay.
instead of just criticizing my ideas why don’t you contribute some ideas. I was thinking about it yesterday and thought it would be fun to see what creative ideas people could come up with for new favor mechanics.
Are not Egyptian monuments and greek temple gathering kinda boring and passive too? Right now for retold norse fighting and atty oracle map scouting are the only non passive ones imo
Boring? That is subjective. It really depends on the players. I think the developers should hire some historians, professional gamers, and casual gamers together in a room and try to come up with several ideas that will satisfy everyone.
I have always liked the idea of say the Celtic villagers planting trees near their base to generate favor. Not sure how it would work in-game though.
The Egyptians are clearly the most boring for sure. The developers tired their best to make Monuments more interesting by giving every Major God a new unique mechanic for their Monuments.
The Greeks are fine since they are designed to be the most straight forward AoE like civilisation.
They have a strategic trade of having to decide between collecting resources or generating favour.
The new Atlantean mechanic is really cool in my opinion.
I posted a bunch of ideas in some other threads before but I can’t find the post.
I made a few civilisation suggestion threads recently that included unique ways of generating favour:
What if it doesn’t cost any resources, but instead, Celtic players have one extra resource: seeds?
You can task villagers to collect seeds from trees and store them in an exclusive seed storage house.
The advantage is that the player could recycle trees and wood continuously, creating a potentially infinite wood-gathering resource and favor-generating mechanic.
The disadvantage is that some workers would be diverted from gathering food, mining gold, and chopping wood to gather / plant seeds instead.
All these ideas about gaining favour during I would be totally fine if every civ would gather favour like greek- which I think is the by far most active and clearest/easiest to understand gathering method. Newcomers understand it the best and you can actively control favour the best.
Don’t know why favour gaining has to be so special if there are so many other things civs can be special/unique