AWESOME! ...I was afraid I would have to make a twitter there for a little while!
StoweMobile
LoL, I was kind of shocked to see this post resurrected. Indeed they would have to be fairly clever to make it so that you can't carry TOO much over to the next senario...while still have the player not feel cheated when starting the next one.
I don't mean to beat a dead hourse, but for hording essence to be a fesible strategy in the game, there will have to be a way for smaller nations to remain competitive in technology + spell research. Other wise Domination will be the main form of play almost every game...
Indeed, I'm not saying having more terriotry shouldn't be an advantage, I'm just making the point that in alot of TBS games that is the only important factor in determining overall power. If smaller nations can't remain competitve in technology, then I think this removes alot of gameplay possibilities. If small countries don't have a chance of winning, then players will obviously have to try and build a large empire EVERY game they play (assuming they're playing to win...) Maybe one game I wa
I hope this hasn't been discussed too in depth before, but, I find one of the most annoying things about alot of TBS games is that...simply having the most cities/provinces means you are automatically the most powerful. Civ4 attempted to address this, as the more cities you had, the more expensive they were to maintain...This was alrighty, though at some point that game start almost punishing you for having too many cities, which it's good either. --What I would like to know is, will
from what I understand spells have to be researched, which seems like it would be speed up by having lots of cities...though it has been said that you can be powerful/competitive without alot of territory, so maybe the cost to research depends on your number of cities. Luckmann --and to Luckmann, I have read up, it's just t
I really hope they change this. If everyday spells cost essence (which, from what I understand, is a resource that is gone for good when you use some of it) Then It seems like people who want a channeler that is as powerful as possible will not hardly ever cast spells....which seems counter-intuitive to me. Now this depends on how you get more essence, as they haven't specified that yet (pressumably you more essence each time you level up or something like that). Also, This seems like it make
--This is a little off topic, but I'm really hoping that the random map genorator will come up with some awesome maps on it's own. One of my biggest problems with Civ3, and Civ4 was that you were lucky to get an intersting map. Except for some of the time you almost always ended up with a western rectangle and a eastern rectangle...with some islands trown in. The land masses hardly ever had intersing shapes or features. I always hoped that the maps would be more "Earth Like" if you will. I'm
Well it seem that most people here want a sophisticated economic model, which I am glad to hear, but I should point out the people at Stardock that this isn't a very acurate sample of the people you are most likely to be trying to sell the game to...I mean, most people here, myself included, have been following the game since it's announcement/when they first herd about it, so of course we want to the game to have as much depth as possible! BUT HERE IS THE CORRECT ANSWER TO THIS QUEST
I definietly like what Kryo wrote, as I am in camp 1.--though, an abstract method of transport is more practicle, I think having many caravans moving accross the map would make it come to life in a cool way. -also I like your idea about a bertering auction house. This would make port cities very strategically important I think, which is something alot of TBS games are missing. Blockades would also become more important, as you could stop an enemy from getting needed resouces that have to be t
This looks awesome, though I'm not sure how I feel about the spells costing essence...Doesn't that seem counter intuitive? I thought one of the ways you could play the game was to have a bad ass soveriegn, which seems unlikely if spells cost essence every time you cast them. I'm thinking this would creat situations where if players are trying to have a powerful soveriegn they will end up only casting spells as a last resort...unless I'm misunderstanding the way you get essence.
like 21 days and counting! I'm jonesing over here lol.
I think it would be pretty cool if EWOM had alternative planes you could explore and colonize, though this might be a moot point if the normal game worlds themselves are as large as it seems they will be.
Indeed. I love Civ 4, but there are a few things that really bug me about the game. One is way borders function. The way the cultural influence works makes since, but I wish that game had both "Cultural" borders (that function as they do now for influence), AND "Political" borders that deteremined the actual control of various tiles. --I agree with the above poster that holding conquests should be difficult (Especially for cities that have differend races a.k.a if a Fallen empire
Ya, I remember them talking about this in one of the journals or interview or something. They mentioned a few Non-military ways to win. The ones I remember are as follows: 1) Each Soverign in the game has their own personal quests, and you win if you complete yours. More than likely several different of the Soverigns goals will overlap preventing this from being too easy. 2) I think I remember them saying something about being able to win by allying with every remaining factio
Every TBS I've ever played has suffered from the same problem. At some point, maybe half way through or later the player either knows he has won, or knows he has lost. It seems to be in the nature of the genre that once a certain point is reached victory is either guaranteed, or defeat is inevitable. I'm hoping Elemental is the game that can break this trend, and find a healthy alternative to the "mop up" phase, and give player some insentive to continue playing, and keep things interesting r
[quote who="RisingLegend" reply="6" id="2128304"]I don't care if people think Im a nerd, I love the idea of it all and it makes me super happy to hear Thanks for the update, Brad![/quote] ...aren't we all nerds here lol? --Anyways, Keep the info coming, I can't wait for beta!
Ya, I just don't feel like Magic has a place in a game like Gal Civ. Without aleast a few overt refrences to Magic by now I think it could do some serious damage to the series.
My problem with, and the reason I didn't buy, DoW II is because it seems like they just updated the graphics to choke $50 more dollars out of us. I loved the original and expansions, but don't realese a new game and take out everything that the expansions added for crying out loud (I WANT MY DAMN NECRONS BACK!). Whats even more annoying is that the expansions were stand alone, so they could charge $40 for those...AND require that you have your cd key for the others just to use those races to
Hey, this is a request for a journal entry that details some of the games RPG elements. This is one part of the game that we have yet to hear anything significant about...and one that I am most curious about. We know your leader can gain levels and learn spells, but how does he do this? Do you get a certain amount of XP for killing units and completing quests? How in depth is the character development and customization going to be? How does the essence gain work, and what exactly do you do wi
Ya, I hope there isn't much of a direct connection with Gal Civ. I just don't think that magic and sci fi have much buisness being in the same continuity. An examble of how it has worked though is Warhammer 40k, which might be what they are going for...but even that has hardly any magic + Gal Civ story line has nothing to do with magic. I just don't think it would make since for them to go..."and ya, magic has been part of Gal Civ all along, you just didn't know about it?!?" edit: Som
I would kill to get in on that LOL! The game is probably better in it's primitve state than anything else out right now....except for GalCiv 2 of course [e digicons]O:)[/e]
Ya, I don't really understand why if you request 10 units you have to wait for all 10 to finish to get any of them. This could also creat a problem. Lets say you have requested 50 Knights to be built in a particular city. You have enough equipment on hand for 45 of them, but it will take a few days for the rest of the horses to get there. Then one of the factions you are at war against takes your reasource of horses preventing you from finishing to the knights. What happens? Will that city be
Has anyone else here player Europa Universalis: Rome? I really thought that game a pretty intuitive Civil War system. I think something like that could definently work here. Were individual unit can become loyal to a specific general if they fight along side him long enough... And then if that general become too disloyal he will try and usurp you. It was pretty cool and added alot of depth to the game without being annoying.
[quote who="lwarmonger" reply="10" id="1975682"]Perhaps including Civil War or revolutions as a "Mega-Event" that can be switched off at the startup screen (the only reason I am for it being an option in this case is because Stardock has handled such things that way with Galciv 2). However such a mechanic would greatly increase gameplaye and replayability if done correctly. As for StowMobile's original post, I would recommend that you download the Revolutions Mod from Civfana