yankeefox

yankeefox

Joined Member # 2382372
8 Posts 47 Replies 208 Reputation

I like all the ideas here. Larger units should gain experience slower. A Unit should be able to upgrade its size with the loss of some experience and levels and should require a minimal level such as 3 to 5. Upgrading should cost X amount of materials and the "potential" hit points should go up immediately, the hit points should then "heal" to their new high. Identical units should be allow to merge into larger units. Without c

34 Replies 68,593 Views

I have had this problem when I order my guys to attack, but they don't because there out of move points. Next Turn: My guys are moving and the monster attack them, so I wind up on the square "Before" the combat has ended. You can't loot a monster den if the "Main" monsters is not dead.

5 Replies 1,625 Views

Had an idea reading some other post should monster holds outside of the wild-lands create min-wild-lands the size of say and outpost that must be destroyed before you and plot down a city or outpost. I would exclude the sovereign founded city from this limitation. edit: Pioneer should absolute refuse to enter wild-lands or mini wild-lands, even when escorted.

1 Replies 15,434 Views

I agree with the op to a degree. Right now a pioneer is defined by "an absence of gear." You cannot even upgrade them because they "lose" the ability to be a "pioneer," at least as of beta 2. Being a pioneer should be a "trait" and it should increase the base cost of the unit by at least triple. As some else pointed out the lore is your providing a safe heaven and now they want to go found a second city? As far a pub and inn allow for city growth I feel it is n

33 Replies 100,105 Views

Outpost are more like trading post than forts. Being created by "civilians" and all. That being said I would love have the ability to have "forts" instead of outposts. Perhaps with a ZOC that requires the enemy to attack the fort before it can move past?

1 Replies 3,288 Views

I agree national wonders should burn upon conquest. I also like the idea of an unrest counter starting at 100% and decreasing by 2% each turn. However I would go further by adding a 30% unrest factor to all existing cities. As in "Your Making WHO a citizen!" It would have a 1% or 2% decrease each time but would be cumulative as in conquer three cities right in a row and all of your cities have a +90% unrest. Would definitely slow down conquest.

4 Replies 6,518 Views