Cikomyr

Cikomyr

Joined Member # 2129601
5 Posts 109 Replies 21,060 Reputation

Here's an idea that was posted in Draginol's "Gameplay" journal: [quote] Looks great so far! But you know, something about the map doesn't strike me right. I mean, the world was quite scholarly before the Apocalypse, so why not represent the unexplored part of the map as a portrait of what the world looked like before the apocalypse? For instance, what was once known as verdent farmland would become, as you explore it, spoilands and blighted expanses. An impassable mountain range

2 Replies 4,531 Views

[quote]Looks great so far! But you know, something about the map doesn't strike me right. I mean, the world was quite scholarly before the Apocalypse, so why not represent the unexplored part of the map as a portrait of what the world looked like before the apocalypse? For instance, what was once known as verdent farmland would become, as you explore it, spoilands and blighted expanses. An impassable mountain range might be what was once known on the old map, but when explored you would find

46 Replies 241,011 Views

[quote]could always marry a dragon and have half dragon childern[/quote] at the cost of [..........................] You need choice. You shouldn't have a single optimal decision to take.

20 Replies 16,799 Views

I like the idea. Have you ever played Civ IV? When something "of note" happens on the map (the MAP, not necessarely a city), there is a icon appearing on your screen with an arrow pointing toward it. You can click on the icon, and your map will zoom toward that location. Having these little pop-ups showing where is the nearest empty queue, or where a unit with no order is located, etc... rather than automatically take you to that location might be nice.

3 Replies 7,347 Views

have multiple forts being inneficient. And have administrative tech improving the organisation. Or create a mini-faction with one of your heroes are its leader, so the fort is administrated by him rather than your nation. They are supposed to be loyal to you. But who knows how opportunistic he might become...

35 Replies 19,481 Views

[quote]I like the idea of Global Food as mentionned by Frogboy earlier, but I have different opinions on different ideas. I personally disagree with the idea of diminishing food percentage farther you are from the city that produces it. The main reason for my disgreement is that if my caravan is able to take 500kgs of wheat from city X to city Y which is 10 tiles away, than that caravan should be able to take that same amount of food to city Z which is 10 more tiles away, although it would ta

99 Replies 134,274 Views

[quote]but that besides point you are all telling me that there is nothing you like to see add that the family thing is just 100% aokay as it is and that none of you have anything you like to see added to it [/quote] They were telling that there is nothing to criticize yet, as the dynasty system hasn't been implimented. When it'll get to that part in the development phase, they will start putting on suggestions. In the meanwhile, it isn't worth criticising a half-baked game co

22 Replies 57,260 Views

[quote]Hmm, if you raze a city ... do those people go back into the "wilderness pool"? Also makes the act of Exterminating a population, as opposed to merely razing a city, more evil and sinister as it reduces the overall population pool. (assuming we have an option to Capture, Enslave, Raze, or Raze/Exterminate)[/quote] Except if you are a Master Necromancer. In that case, exterminating cities and being the ennemy of All That Lives make sense on a strategic point of view,

99 Replies 134,274 Views

[quote]Hmm, if you raze a city ... do those people go back into the "wilderness pool"? Also makes the act of Exterminating a population, as opposed to merely razing a city, more evil and sinister as it reduces the overall population pool. (assuming we have an option to Capture, Enslave, Raze, or Raze/Exterminate)[/quote] Except if you are a Master Necromancer. In that case, being the absolute ennemy of all that lives actually make sense on a strategic PoV, and you are

99 Replies 134,274 Views

[quote]Having a rock paper scissor susyem would be a bad choice. I mean, not really bad, but too easy, too cheesy. I would like instead of hard/soft counters to get tactics counters : fatigue, terrain and morale. Pikemen would be good because hey get a bonus in attack as high as the number of squares needed to reach the pikemen (fast = damage), but in close combat they would get a speed penalty. Instead of just "pike good vs cavalry", the pikmen would organically be good against it because th

42 Replies 21,645 Views

Addition: Or a civil war. Did you ever played Sword of the Stars? A very nice tech (and random event) was the creation and the rebellion of an AI that would steal parts of your Empire, with all your techs, some of your troops and some of your planets. You ended up fighting an ennemy that was as powerful as you created it. It was... well, game-changing event. Kinda frustrating, but still a very fun challenge. Like Charlemagne's empire that broke appart.

35 Replies 43,545 Views

I'd like to have continuity games. Like.. if you manage to establish a New World Order by yourself (either effective control, or still ennough power to throw around that no one challenge you), you'd have the option of setting the clock to go forward 3000 turns, where your Empire has been fragmented, and you have to pick up the pieces from a new perspective. Your uber-empire effectively become "The remnants", the "Dread Lords", the "Anors", the "Precursors" that created uber-powerful mag

35 Replies 43,545 Views

[quote]5. YES. I always wondered why the rest of the AI just twiddled their thumbs as I go around taking out one nation after another. Once a player gets to a certain size and power that is greater than the next biggest nation by a noticeable margin, then there should be 'switch' in the AI's behavior, and they all gang up on you...HARDCORE...until you are no longer the largest nation by such a noticeable margin.[/quote] I remember ony my favourite game of GalCiv II. I had just conquer

35 Replies 43,545 Views

[quote]And I certainly don't want to have to play my old D&D campaign with Rigor Mortis used as currency name, or Gildars or Rabbits either.[/quote] Warhammer uses very simple Crowns (Gold), Shillings (Silver) and Pennies (Copper). I always felt it gave a more.. realistic, immersive element than FR where I used "gold" to buy thing. "The ear tax is 2 shilling per pointed ears" has a more fun ring to it. Regarding the Mark: did you knew it actually was the german cur

232 Replies 344,860 Views

The games that make me have the best fun are the ones preserving a "Balance of Power". A game like EU3 went a long way making sure I still had challenge even if I was controling 30% of the world. Hum.. I like the general feeling you are trying to convey. We were talking about it in the "Deterministic game" thread, wanna take a look?

35 Replies 43,545 Views

You can have dark, gritty and grim while still having elements of cuteness and humoristic. It's called a Crapsaccharine world. http://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsaccharineWorld And is there something more satisfying that creating a super-serious faction of evil to thrash through Carebears and evicerate t

5 Replies 4,572 Views

[quote]NOOOO! Please do not commit the "calling a rabbit a smeerp" violation from the Turkey City Lexicon! A cheap technique for false exoticism, in which common elements of the real world are re-named for a fantastic milieu without any real alteration in their basic nature or behavior. “Smeerps” are especially common in fantasy worlds, where people often ride exotic steeds that look and act just like horses. (Attributed to James Blish.) <br

232 Replies 344,860 Views

[quote]Whatever makes each kingdom flavorful [/quote] An intact forest to niche your few elven towns..

8 Replies 7,042 Views

Either necessity or opportunity. For example, why should you learn how to smelt iron if you don't have access to it? If you happen to have centaurs in your neighbourhood, you could research Centaur Diplomacy to get some Centaur Volounteers as special cavalry. If you happen to have special mushrooms, you could research Shroom Alchemy. In short, special map elements could allow you to research special techs. Or, as you say, if you get attacked by elements. It's normal to develop

4 Replies 8,262 Views

[quote]I don't see why you can't have both. It could all depend on what you build on it. You build mines, houses and a market..its a "trading outpost". You build barracks, towers and other military builings...its a "fort". Throughout the classical, darkage and medieval times many forts turned into into towns, and towns turned into forts. The distinction on what was thought of as a fort or a town was often blurry. I'd much rather have one unified system, where you have th

35 Replies 19,481 Views

[quote]In Elemental, I'd like to see something similar: a mountain kingdom that zig-zags through mountain valleys. Two hefty ends of an empire, separated by the vast territory of an easily awaken dragon, connected only by a flimsy road. An island kingdom that pushes against the coast of a forgotten continent, held at a sprinkling of seashore cities by a fearsome collection of Lizardman tribes. [/quote] Why not an Underground Dwarven Kingdom, with carved mountains being the cities?

8 Replies 7,042 Views

[quote]I also think that food might need to be transported from city to city (automatically of course) via transport caravans that need protection resources to ensure safety and which can be sabatoged or destroyed or captured and sold in war. That would also be fun, and somewhat realistic. Keeping food supply up should be fairly important.[/quote] Indeed. Having caravarn moving the food around is primordial. If your empire is mini-maxed, then you need a lot of goods movement, includin

99 Replies 134,274 Views

[quote]I know less about the great wall of china than Hadrian's wall. I know that hadrian's wall was a sting of forts connected by walls to create a very well protected and defined border. THe great wall of china seems more like a wall interconnecting watch towers in order to prevent calvary armies from the northern plains to enter China. Some of hadrian's walls forts were massive, and towns in their own right. Great wall of china didn't seem to have that, or at least much less. Again I don't

35 Replies 19,481 Views