There is a thing called trade. Which was the sole differrence between the rich and the poor lands, ever since someone invented currency. This is always included in games yet often feels either way too complex or too gimmicky, simply a reason to allow the box to say "Deep Trade System". Elemental has a base trade system, yet it could be made much more useful than allowing the nation a few extra bucks. So what do we have? Caravans, and that is it... They give you money, and improve o
GoaGalneGbilski
I mean in a larger scae, not a few nations to nations. Look at the entire arab territory of the Middle East during the years 1200 to 1300. The population and city size and amount of advances in every field were way above that of little Europe. China with even more population stood for even more research advances. More population will in the long run always help in research. The only reason small nations could outpace larger nations is for the larger nations needing a lot more built out beauro
Wouldn't this mean that levelling is even more mandatory for sovs and champions? And since we only get xp by killing monsters... Well you should see where this is going. If levelling will be even better, then there needs to be other ways to get xp.
[quote quoting="post"] I'm getting bored of the resources so far. I guess for a couple of reasons. There aren't all that many, so I feel like they're kinda spammed everywhere, making the map feel crowded and not very interesting. The objective of this thread is to give a greater variety of resources without really adding anything excessively complicated. Idea #1: Resource Synergy Resources are divided into groups based on what they produce. That is: Food Prod
Larger empires shouldn't be dumber. Quite reverse. They can feed a larger population of craftsmen who stand for most research. They might have a penalty to arcane knowledge but not to research. They will however have to research mostly civic, military, and diplomacy to fully exploit the advantage of having a big kingdom, and to avoid losing their edge towards other large nations. Magic makes the whole realism thing iffy but anyone should be good at magic, both the large and small nati
Adding more stats isn't always better, yet EWoM has a lot fewer than most games, so adding a few shouldn't matter. Movement should be separate since a packed catapult should keep up with the footmen, yet in combat they would pretty much be immobile. Same is said for horses, since they will have to trot when moving cross-country yet can gallop while in battle. The ones I would like to see: Movement: Overland movement, Speed: In combat, how many tiles they can mo
Some flaws: No maintenance for cities, more cities = better in every situation. No penalty for land ownage, more land = better in almost every situation. (You have more borders to guard.) And the people are always happy, no revolots for instance. I have thought of 2 solutions for more cities = better: Solution 1, maintenance cost: <p style="padding-
Summon Bear ftw. I do it every time. Just gotta love that little furry friend! I always go civic first and get the tech/farming things. Haven't declared war once [e digicons]:sheep:[/e] [e digicons]:sun:[/e]
[quote who="Frogboy" reply="7" id="2686640"]Yep. And in beta 3C, we're eliminating the tech requirements. If you have the resource in your territory, you can build on it if you have the money and materials. The techs will then allow you to improve your extraction. I don't know why I had put in a tech requirement in the first place. Brain damage is my main assumption. I mean, *I* used to go to Cripple Creek Colorado and mine for gold with my dad when I wa
The long reach should be an ability of spears/lances that gives them the first attack. (Someone said that earlier, was it you by chance? [e digicons] Horses should give some defense though, since it is harder to hit a person who is 1 meter above you.
http://forums.civfanatics.com/showthread.php?t=171398 A mod for Civ 4, that turns Civ 4 into a fantasy game. It is better than the vanilla game imo, try it if you haven't.
SD should pin this.
[quote who="Tasunke" reply="3" id="2686514"]I'd rather that research didn't increase overland movement. As for Stirrups ... the best thing about stirrups is the ability to stand while riding a horse. This is best for using LongBows. I can see how it would be useful in a charge too though. [/quote] Stirrups enabled people to use bows and lean forward and absorb a charge from horseback. Until that they ust ran into the crowd and attacked with swords and
Why we have AP, and how it used at its best: AP is a way of measuring how much time we would have to do an action, and is a way for units with different general speed to not act the same. One common tactics method is for everyone to have 1 attack, but different move speeds, yet AP makes this much more different, because attacks can take varying amounts of time to do. The whole thing is iffy because we have a thing called turns. And since we have turns, everyone who isn't acting stands
Look through this if you want to: https://forums.elementalgame.com/384539 Nothing bad about there being survivors, nothing bad about a growing commerce system. Heck, nations appear out of nowhere but still function, merchants work in an instant. Yet inn hints at lengthy travel, something only a few might do before they know of a destination. Not enough to support an inn in every place. My guess is that an inn would appear a few yea
It should be easy to add an option that enables a unit to destroy any enemy building on its tile. The resources give no bonus if there is not building. Something like that in Civ 4 should be very easy to implement. EDIT: Forgot to say that this is a good idea. Well, this is a good idea. [e digicons];)[/e]
[quote who="Sir_Linque" reply="19" id="2686320"] quoting post Battle Animations: During Tactical Battles, I notice that if a unit is attacked from multiple angles that the unit being attacked will move to the unit attacking it to be hit (within it's own square). This looks kinda stupid. I'd say instead of having the unit step up to the attacker to be hit, rather have the attacker move in to the target, strike the target, then move back to it's square. This would mak
[quote who="kryo" reply="1" id="2686286"]When you are reporting a crash, please provide any context you can about what you were doing in the game when the crash occurred. The dump is very helpful but background info will allow us to better categorize and prioritize it for developer review.[/quote] From what I remember now, I ordered my army to move (a bear, and my sov). I wasn't doing any spells, or combat or something like that. Building a little buildings, some research earlier. It
[quote who="ddd888" reply="2" id="2686275"]guys whats the point of these threads? dont you see how many things are missing? useless to start arguing about things that are irrelevant right now, breath will be a bit in the status of dragon, who cares if they do it now or not[/quote] Well that was unecessary. No one has mentioned an abiility called Maul for bears, yet in the OP says he wants the dragons to breathe fire, he also say how they could be improved in case SD d
[e digicons]:thumbsup:[/e] Add a quest screen separated from the other screens in the knigdom overview. It should have 3 tabs, Offers, Current, Barred: Offers appear at a rate dependent on population, adventure tech, amount of inns in your border, and maybe more things. Once an offer appears it appears in the notification at the left side of the screen. In the offers screen, you can see details of location, rewards, and what you might expect. If you don't accept it for X turns
[quote who="NullAshton" reply="17" id="2685605"]Here's one idea I had that would give more flexibility. Action points = Move Number of action points it takes to move one tactical tile = 1 Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed Number of action points it takes to counterattack = Half that to attack That way, combat speed is the number of attac
Stirrups should allow for charge and the ability to equip twohanded weapons rather than improving AP and attack speed. But yes, horses should be improved upon.
I would rather have AP than movement speed. I am for movement costing different amounts of AP rather than eveery unit having a certain length it can run. Then you would have to decide what to do with your AP more than you would otherwise.
Maybe you can only perform every other counterattack. So by taking a counter, anything else can attack. By doing this, you can disengage and also let weaker units attack without risking death. Therefore getting strong durable units up front will let the weaker units move more freely.
How to do ranged and disengation. (Using examples from my model*) Every ranged weapon has a range value (in tiles) so that: Range= RangeValue + STR/5 for bows Range= RangeValue for crossbows Bows have an attack cost of 1 AP. Crossbows have an attack cost of 1.5 AP - DEX/60 down to a min of 1.0 AP. Some units can block arrows heading towards friends behind them with abilities or by usi