Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
lwarmonger
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Why not? We're dealing with humans right? Humans run from the fight, they don't just die in place. Since this will be humans and "fallen" humans, it only makes sense that an army routs rather than fights to the death every time.
Two things. First, insofar as size is concerned we know that the Cylons had nukes at least up to 50 Megatons (the size of some of the largest nukes produced by us and far larger than the normal American nuclear warhead used for countervalue targets, which averages between 200 and 400 kilotons). Second, it is quite possible that the Galactica's armor plating could consist of several types of armor, to include a high tech "skirt" style, reactive armor, or a combination of these to t
I don't know. I'd always envisioned more of an investment in certain areas that counteract the inherant weaknesses that every channeller starts off with at the beginning of the game. Some (not all), but some of what you mentioned seems better suited to a game where magic is supposed to be more common than it would seem Stardock wants here (i.e. teleportation, and I hope they don't do imbuing land that way... it sounds really time intensive and micromanaging heavy).&
Still no word on morale and whether troops will break and run yet! Still hoping and waiting.
Come to think of it, if you can design your own dungeons and fortresses, you could store items of great value (perhaps essential to another player completing their master quest) there when you aren't using it.
True, which is why it might be best to afford more opportunities for opposing nations to interfere with quests of their own the closer that a nation's master quest gets to completion. That would in large part mitigate the "your master quest was easier than mine" problem because it would give other nations the opportunity to attempt to retard the progress of a nation scalable to how far along in the quest that nation is.
Personally I think that making items customizable (like everything else) but requiring a certain amount of essence that scales based on the items power is the way to go. If you want to put a large quantity of essence into producing a very powerful artifact or two then that should be one course of action, or a small amount of essence into each of many minor artifacts that should be another course of action. However that being said, powerful artifacts should be difficult to d
I am (and I'd say it is reasonable to say that others are as well) curious about foriegn trade. How will that be handled? Will it be done primarily using the same caravan system that characterizes internal trade, or will it be exclusively bilateral party to party trade through negotiation (a la Dominions 3)? Just curious, because while much has been made of domestic trade and how that will be handled, next to nothing has been said about foriegn trade.
Attrition (with the supply system or foraging methods as stated above) is probably the best way to eliminate the killer stack. If a massive army is extremely difficult to supply (and thus suffers losses from disease and starvation) there will be incentives to only produce sensibly sized armies. Another way (if you don't want attrition) is to dramatically increase the maintenance costs for a large force, or introduce some kind of command limit for formations and armies (after
A lot of good ideas. I agree that the information shouldn't be free, but the random quests for other players spawned by quests that are part of the victory quest (ie to prevent the nation from succeeding in its sub-victory quests) was exactly where I was heading with that. It would definately add another interesting layer to the game, and would prove most interesting.