[quote who="KingHobbit" reply="9" id="2793439"]I would like to see the bandits and monsters come back as well. I am probably in the minority, but I actually want to see less resources or perhaps a slider to pick the level of resources. Sethai does not agree but I think a further minimum distance between cities would also help quite a bit.[/quote] it would help in the short term, but it is quite an arbitrary distinction. i think the bandits and monsters would help. but
Sethai
personally i think there's a good argument for just predefining a bunch of starting locations and just randomly allocating them. the same could even be done with starting resources; just randomise what types of resources they are to stop people planning ahead. then you're guatanteed fair starts. i get bored of regennin in gc2, and i'm bored of it now. i know usually the challenge police turn up at this point and tell me to learn to deal with it, but i don't think it's too much to ask for a st
[quote who="Cruxador" reply="16" id="2792375"]This idea is great and I support it entirely. I think perhaps the way food is implemented should not be as described by Sethai is the better option, however, a squishy limit instead of a hard one. It's a good solution, it gives us an easy ratio that can be multiplied by some base value (pending play-testing, naturally). The only problem I see is scaling rate: Population starts out with low numbers, and food is relatively easy to get. As
crossbows are almost always inferior to longbows in the hands of a trained user. if you want both then the former cannot be an upgrade to the latter.
the problem is faction population growth, as i've said everywhere. this needs to be tied to a resource (eg food) rather than the number of cities (currently, you get 1 guy per turn per city). this way if you build lots of cities and give them all the same housing provisions (hard cap) then you should expect them to grow more slowly and stop growing at an earlier point, than if you built only a few, or limited some to hamlets by not building housing. so long as both population growth a
[quote who="chavarlison" reply="6" id="2792961"]Genetics does dictate that your offspring get about 50% of your genetic material. Just think of it as someone having blue eyes or red hair.[/quote] yeah, but personally i consider these traits something particular to the sovereign that only has an effect because they are IN CHARGE. it shouldn't matter how intelligent the heir to throne is, if the king is an idiot than the accounts will suffer.
[quote who="Kalin" reply="3" id="2792579"] PS: It's also extremely exploitable. Marry Pariden/Resoln's daughters and suddenly you get massive prestige all over as well.[/quote] i was curious about this. does aquiring a hero with a sovereign ability really give you that ability faction wide? seems silly to me.
i will consider this another vote in support of my petitions to relate production to population. https://forums.elementalgame.com/397376 you're not the only one after this. feel free to resurrect the old badger.
population growth needs to become far more nuanced and more of a game mechanic instead of just a fixed number of people per turn. the game needs to move in a more people-focused direction, but if it does that with such a crude pop growth system then obviously people are going to end up grabbing any bonus they can find. personally i'd use food. see this thread: https://forums.elementalgame.com/397376
so i used to play eve, but got fed up with the way the game seemed so disconnected from the universe it's actually set in and disconnected from the planets/faction involved. and it's barely ever more to look at than just a ship in a sky box. jumpgate: evolution looks interesting but has been curiously silent for a while. freelancer was good back in the day, but no one's even talking about doing anything single player anymore. i was hoping the old republic might have something but they unfortu
a lot of the problem is in the actual process of capturing: you should not be able to just walk from one city to another (often in one turn if there are roads), defeat the garrison and occupy the place in one turn. of course it doesn't help that a faction with a purported power rating of 300 can't spare more than three guys to deploy as a garrison. the game should have a siege mechanic like in the total war games, giving the defender time to rally more troops to come to the city
delete this as well i guess.
i may have bought it already, but i no longer find it fun because some of the game mechanics are just bad. i'll persist through the patching process, but i'm not paying for anything until i know that the game is heading in the right direction.
[quote who="GaelicVigil" reply="46" id="2790396"] Why are you debating it with me? I didn't suggest it, Brad did. I'm just saying that the Monopoly comparison is pointless. Ask him. [/quote] on that we can agree.
love this song. always play it at open mic nights.
@ Cruxador well, actually population is already displayed as P/P, because we have a housing limit as well. so what you'd actually need to display would be three numbers. personally i think this looks pretty intimidating to new players and, well, i just put myself in the position of someone looking at it for the first time and wondering what the hell "available" population means, or what a specialist is. but a stat for a Merchant that simply says 0.01gildar/person is pretty damn obviou
monopoly is an awful comparison. monopoly has no research, only one resource to manage, no non accumulating resources (food), no population for streets, no levels for streets and no specialist slots. another turn based strategy game would at least have been relevant. can we get back on topic: what do specialist slots aim to do, is this wise, will they achieve it, do they introduce redundancy, are they a useful complication and can the dynamics they attempt to in
Kalin; I question whether the doctrine of specialization is even a good one for this game. What was Minas Tirith specialized in? Or any other fantasy city example? Gal Civ 2 was a much larger scale game where players were expected to have ~ 10 planets before wars even began. Most elemental maps on the other hand, only have space for up to half that before you start running into the AI. I personally don't believe I should have to have lots of different cities to play the game competeti
i'm down with the save games thing. would you prefer the actual files or a diary of how we played or came to finish the game? and i apologise if the title of this thread was a little strong; hopefully the post itself was a little more open minded. it may be the case that i need to play the thing, but if no one ever expressed their opinions before something was implemented that would mean a lot of extra work and i can only deal with the facts as i know them.
[quote who="rossanderson48" reply="16" id="2789190"] Well Brad that statement right there should keep you away from anything lordebonstone has to input. He will never be satisfied about anything unless it's what HE wants and nothing else. GC2 was hardly boring as it's the best Scifi 4x game to date next to MOO II and they stand hand n hand in the MAJORITY of players books. So I would just ignore anything he has to say since he made that statement. As I said I like Brad's idea and I'm sur
i agree we don't know all the details, but i don't believe that we should avoid discussing it because of that. otherwise we risk it just getting in uncriticized and without debate. he's talking about putting this in 1.09 the problem i have with specialist slots is the fundamental philosophy. population > slots > buildings > production that's incredibly circuitous. is there any reason why it can't be population > buildings > production or
[quote who="cpl_rk" reply="9" id="2789039"]What would've been nice is, instead of the huge jump from 1 to 4 to 8 man squads we had a gradual jump of 1 to 2 to 3 to 4,5,6,7,8. where each level would not be so huge as it is now, also a similarly armed 3man squad, for example, should have a decent chance agains a similarly armed 4man squad, say (1-N) where N=3to4 odds or 1-.75 = 25% chance of winning. It shouldn't be so hard to be able to combine singles into a larger squad, if its a
from this thread: https://forums.elementalgame.com/397448/page/1/#replies please give this some thought before you react and read my analysis. i apologise if i have not found all the right quotes. [quote] For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource,
surely not too difficult to just limit it to identical copies of the same unit? galciv 2 did it like this with fleets. but a good stop gap solution would be to give everyone squads for free at the start of the game. everyone always tells me to reasearch this first because it's "essential." to my mind there should be no essential techs. if everyone had squads from the start and was forced to use them for troops there'd be: - less need to retrain units when you got new techs (be
not this old turkey again.