Thank you for this great read and congratulations on your victory!
tenchifew
Great AAR! ...and regarding the hypothetic situation... let Deb have a little help from the gods... One very lifelike "vision" that shows a disaster unless the one champion joins in would be in order I think... So load away in my opinion.
Also think that governors need a way to learn to be better governors while being in city doing their job. Some moreintersting governing abilities would be welcome too.
I really like wonders. They give an extra layer of complexity to research and building order I really enjoy. National wonder are also nice, but to have built a world wonder, especially with a nice video to accompany it, always gives a sense of accomplishment.
I am definetly with Mandelik on this one. I am not sure what Frogboy meant by "having it [the tutorial as] part of the event tree" but if it means just the pop ups than it is most definetly not enough. This game will need a compelling turn by turn tutorial for new players. I would suggest when the tutori
I also like to have a tutorial in the game. I think a well done tutorial is essential in making a game, especially a 4x game accessible to new players. Prologue in a campaign is an usual but perfectly acceptable way. Advisors would be nice for intermidate players but i would also like it very much to see them represented in a meaningful manner in the game world - be it as a real circle of advisors you have to recruit with their own bonuses and personalities, different familiars or com
Great idea. [quote]I would also like to see some sort of advantage/disadvantage modifier's for staying single. With the possibility of the modifier's being either all positive/all negative or a combination and/or no modifier. More time for magic research, general studies, questing, warfare, exploring, etc. Negative modifiers being loss of prestige, morale loss, etc.[/quote] Also a very good idea but i would suggest to broaden it to more marriage forms includi
[quote who="RisingLegend" reply="116" id="2580135"] Hopefully Frogboy will create a fun game without stupid pointless micromanagment and silly designs. Then you can all mod that gameplay that only a few of you like in to the game so you can suffer alone. I feel a poll coming on... Thats extremely ignorant to think only "a few" of us want this game to be engaging and be a living breathing world every game.. *Click on "Outlying City B", click on res
Food as a global ressource is definetly the way to go, with cities under siege taking heavy penalties to food distribution.
Really, really like the system. It addresses nearly all of the concerns i have with the current system. Things to consider: With this system a couple of early heroes are essential, since the marriage of the sovereign is probably a mid game event and the second and third city should come way before that. Tapping resources without snaking: Yes! Yes! Thank you! Maybe allowing some other structures -like watchtowers- to be built not adjacent to the hub too? <p
Basically what Tridus said. At the moment i am very concerned with the way resources and therefore cities are implemented. We are talking about a broken, desolate world, at least in the beginning. Only a few people are living here and there. Just a few towns should be possible. But at the moment a lot of towns are needed to harvest the wide spread resources. These towns begin to grow and develop and before long there are multiple sprawling cities per faction. One possi
It could work and would probably be better than the current system, but would be far more difficult to balance. For example [quote]Instead of simply abstractly having people come roaming in from the country side, they would be in roving, survivalist bands at the beginning which the sovereign must court. Eventually, these bands run out, and you must rely strictly on fertility rates.[/quote] this would probably work very good for the first couple of cities but what abou
I am talking about the "choose your own adventure" types of quests introduced in the 80`s as books and finding their way in computer gaming ever since - "King of Dragon Pass", "Space Rangers", most recently "King Arthur". If you did not encounter such quests till now they are basically a decision tree type of quest solved by choosing a response from multiple choices presented to the player in text form. Abilities and randomizers are often important for success/failure. I think
[quote]That would be awesome. Assign a succubus to a hero. Keeps him loyal, and if he somehow fails to stay loyal, you can have the succubus pop his heart out while he sleeps. idea.[/quote] yes, exactly [e digicons]:grin:[/e] [quote]Incubi and vampire kings complain.[/quote] [e digicons]:bebi:[/e] [e digicons]}:)[/e]
Hopefully the marriage/dynasty/loyalty system will be complex enough to allow for all the discussed possibilities. Monogamic/polygamic marriages, harem, divorces, marriages for heroes, would be great to have or at least for it to be moddable. I think i am interested enough to try and make an according mod if necessary.
Would be a great idea adding new possible heroes/npcs, quests and general flavour! Always a good thing. [quote]Quoting Scoutdog, reply 5 Sounds like fun to me....... I've always been rather critical of the unusually high degree of maritality exhibited in most fantasy works... seems like once and a while you'd find a race that does things differently. Perhaps a race with some sort of seduction unit to get you heroes with the powers and b
I hope we will have tools to make elephant-bear cavalry. I really do.
Very well thought out idea i agree with it and do not have anything worthwile to add besides my approvement.
I would like the cloth map... well... to feel more magical. For example if i want to name something a feather should appear and write on the map. I want here there be dragons pictures on the not revealed regions. I want small 2D animations of forests, water and shards, i want to see clouds, i want to feel i am looking at an enchanted map of a powerful magician and not a map drawn with a pencil. A really outstanding work with the "drawn" aspect was made by "Okami" and while
[quote]Carcator the Pocket Lich? 25 Death Gems for +2 research? Sounds like a dodgy deal to me.[/quote] Carcator is casting his spells independently from the hero in battle as death 4 or 5 caster if i remember correctly.
i am all for it, especially making the designable spell chains idea. Often it is of great use to have a number of often even low level spells be cast at the beginning of the battle and making this into effects of a single casting of a channelled spell would spare much grief. On a related note it would be of great use to be able to advise a caster to cast a number of spells without choosing them in battle as spell tactic selectable before the battle (turn 1 cast barkskin,
I think one possible take at this would be to tie in quests with events and mega-events. Let's say there is an event: "brigands appeared in your kingdom and prey on caravans" - than the sovereign can either live with the losses, train troops and guard caravans, train big army and look for/eliminate the threat or pursue a quest path 2 or 3 quests long to find and deal with the threat adventurer style. example: 1 quest defend 1 caravan with your heroes  
I find the idea of demiansky https://forums.elementalgame.com/375149 fits better and offers more possibilities for the channeller. The reasons were already stated by cerevox - i enjoy a druidic "let us all be one big happy family" game from time to time, but i want also be able to enjoy my necromantiic "undead legions of terror" game, also a very magical path, but very unfriendl
like it.
Back to astral plane: i actually really like the idea. It allows plausible small magical kingdoms and offers unique strategies to play the game. Would love to see it implemented.