Cikomyr

Cikomyr

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

[quote]People wouldn't advocate renaming mundane weapons, because it'd be silly. We'd wind up with one faction using "swords", another using " pointy blades ", and a third using "lasers", all of which are identical.[/quote] Pointy sticks. The Emperor's Pointy Sticks

232 Replies 344,322 Views

[quote]1G is long gone internally[/quote] 1G? I guess it's something somebody who plays the beta would know... So.. what happens if housings gets destroyed and you don't have ennough for your population?

99 Replies 134,140 Views

[quote]But yeah - let us name our currency. I can't think of a game that has done this, and it would have hilarious implications for stories, plus it'd be unique.[/quote] Indeed. When you develop the tech "currency", you'd get to pick up a name. But what I meant, initially, is that you don't necessarely want to have a currency based on precious metal. You could have a currency based on magic elements, or monstruous body parts. Or food. Or slaves.

232 Replies 344,322 Views

[quote]Only if I can cut them out myself...[/quote] Ewwwwww... I think it explains why there is more trade in winter, the currency lasts longer than under the sun. Wait, do rigmas spoil or dry?

232 Replies 344,322 Views

[quote]Basically Rigma makes me think "ugh". I don't want to handle your Rigma! NO WAY![/quote] Would you accept the Orc's rigmas as payments?

232 Replies 344,322 Views

[quote]Creating walls I mean walls the radiate out past the fort, that allows players to create a hadrian wall type structure. So could have a huge wall with forts connecting them inbetween. This should be expensive and time consuming to create. You'll need a population at the fort, plus maybe a proper "engineering" type building at the fort. Only advance factions with money to burn could errect one.[/quote] Hadrian wall? What is that? What you describe look like th

35 Replies 19,443 Views

[quote]Mmmm, nice juicy targets in a war of attrition.[/quote] Think of the power involved in a spell that mass-destroy improvements, or cause draughs. A nation with large farmlands will do everything in its power to prevent raiders to pillage on the countryside. You will need mass cavalry, just like Rohan.

99 Replies 134,140 Views

[quote]Of course, they're pretty vulnerable if they're not protected by a city but it's one of those "interesting" choices.[/quote] So you will actually allow pioneers to go Conquering the Wild West Food plains of Kharek Tar? I gotta buy this game..

99 Replies 134,140 Views

[quote]I like it. It's very simple, fun and realistic. It's also very intuitive and lets us avoid the whole "starvation" thing that is tedious. It makes housing a strategic choice rather than simply a tedious part of building up every city. You would no longer start a city and pop out a bunch of huts because a) you couldn't -- you don't start with any global food resources so your first move would be more likely be a garden or something else which is more realistic (if

99 Replies 134,140 Views

[quote who="stevelamperti" reply="110" id="2571028"]What's valuable in the world of elemental? Shards. What if the currency is actually bits or chips of magical shards? In this case, the names bits or chips would be possible, or something to do with shards, like an earlier poster suggested. It also brings up the possibility of alchemy being useful, as a certain amount of money can directly be converted into magical power. [/quote] I don't know how it works

232 Replies 344,322 Views

Since we are post-cataclyst, how about Steel coins, like in Dragonlance? The more the world recovers, the more we re-open mines and the like, and the economy can gradually phase in precious metals. Also, I like the idea of having some sort of currency and the relation between the different nations. However, by doing that, you are including the inflation concept in your game, and trust an old EU3 player, you are not sure you want inflation. Hmm.. I guess you could desig

232 Replies 344,322 Views

[quote]I kinda like letting forts be able to gather nearby resources, they can provide a bonus to morale (assuming Morale is put in) as well as make the fort less dependant on being close enough to your territory that they won't be cut off from supplies. After all, nothing sucks worse than Fort 354 on the front between you and the guy you are warring no longer be able to produce Doomy Knights of Doom because the enemy looped around and cut off your supply line of Death Ore.[/quote] He

35 Replies 19,443 Views

[quote]Example: A volcano in the countryside is fluff. A volcano in an important city's radius would force a player to re-optimize the city (good). A volcano which destroys a city would force a player to re-optimize his empire (even better).[/quote] After downloading FFH, I can say that I have been directly affected by that very thing in my 1st game.. Khazad, as a God-Emperor, with my capital producing about 45% of my empire's production and many, many, many wonders there.

32 Replies 70,409 Views

[quote]That's why I was thinking of different kind of citizens. Only prestige and no housing ? You will attract a lot of people, but they will be angry [/quote] These are called "refugees". Lots of crime among them. They don't contribute to the society they're in, etc..

99 Replies 134,140 Views

[quote]4. But the main reason housing isn't going to go away is that it provides a means for players to decide which cities they want as their big population cities WITHOUT monkeying with sliders (there will be no sliders in Elemental thank you very much).[/quote] Have the food be distributed by % of housing built in each city. Or have a slider in each city determining the % of their own internal ressources they should invest into housing to accomodate the new arrivants or build up th

99 Replies 134,140 Views

Ohhhhhh... I love that idea of not ennough housings doesn't stop the population growth, but cause civil troubles. Like criminality, unrest, etc..

99 Replies 134,140 Views

Solka Truesilver lovable soundrel sorcerer, master of Mind Magic, who travels the world trying to both avoid and stir trouble. Not an evil person, just a free soul travelling in search of fun, not wanting to own any long-term allegiance (except if it REALLY sounds fun and interesting). He usually is found in company of one or two powerful but simple warriors who he beguiled with his magic. He helps them keeping out of trou

93 Replies 173,156 Views

[quote]In fact, there was a season of MP gaming (perhaps a fad) where having "living world" was almost a Must for our games (living world means that the amount of random events is doubled). Another occasionally popular choice is "Last Days" which makes Armageddon happen faster, although sometimes Last Days can be taken to an extreme which is unfun for most player.[/quote] I think I'm gonna try to find a copy of FFH... Personnally, I'm all in favor or a little randomness thrown

32 Replies 70,409 Views

I am sorry to interrupt you, of mighty FFH players, but it comes down to this comment: The randomness element present in the game added a uncertain flavor to each game. Sometimes, it was for good. Sometimes, it was for bad. But the game just could be replayed again with a feel of unknown ahead of you. am I right?

32 Replies 70,409 Views

How about setting supply lines? Having outposts to host your supply base, so that outside of this range, your troops would slowly loose strenght because of no food, no arrows, etc.. Some units would be "self-sufficient", like Rangers. These supply outposts would eventually be upgraded to defensive forts or trade centers, impeding the ennemy's troop movement, strenght, or increasing your own trade in the region. These outposts would be both a great strategic focal point for the

35 Replies 19,443 Views
Reply to black powder in WOM Ideas

Cannon would be interesting, indeed. Some sort of low-tech blackpowder weaponry for the civilisation having more focus on high technology and industry, as opposed to those focusing on developping high magic and troop training (ex: High Elves). And also, why wouldn't cannons be able to beat dragons, magical armor and the like? Can't you just enchant the cannon to away hit right? To shoot iceballs?

31 Replies 18,305 Views

[quote]So if you go down that road, you have to go all the way, to SimVille, or simply abstract some stuff in the name of FUN![/quote] I don't know. Dwarf Fortress was pretty non-deterministic without having to resort to Random Events. Can't we find a way to make all games unique?

32 Replies 70,409 Views
Reply to Siege Warfare in WOM Ideas

[quote who="Lavitage" reply="16" id="2559813"] Forcing the battles to be multi-staged a-la Mount & Blade would be retarded because it would allow the defender to park a relatively tiny force in the city and have it so the city holds out for 3 turns or whatever anyway. Makes no logical sense and adds arbitrary brakes to the game for no real gain. You never had to worry about that in M&B because fort/city garrisons were all fucking huge anyway, but it would be a serious problem in

31 Replies 97,729 Views