Revolution! Civil War! Rebellion! Big empires tend to break up around the fringes, especially in the medieval time period. Why not just represent that?
lwarmonger
Alright, based on the few games I've played with 3B, some additions to the game that would probably add a lot that I haven't immediately seen scanning the ideas thread. 1) Right now it appears to me that trade consists of a steady stream of income. At least I haven't seen one time boosts every time a caravan comes into my city, so I assume that is how it works. Trade should be a one time boost on each end. This would be more realistic, and allow you as a hostil
Modding can easily bring in RPG aspects, and probably will. Quite possibly an RPG mod will form that does exclusively RPG aspects (certainly right now, while not necessarily viable in a competetive environment, is certainly possible to never build a city).
I don't see a smaller empire as having difficulties keeping up magically, or in adventuring. The problem is that now, mundane research (as opposed to acquiring spells) is directly tied to the amount of territory you control, or namely the type of territory you control (lots of lost libraries=high research). So that larger empire is automatically going to be more advanced technologically. Personally, I think that if you are a less advanced nation that is tradin
[quote who="luketan" reply="110" id="2683703"] #3 The magic spells aren’t compelling enough yet. Wow, you know how scary it is to read this? Particularly from a game that is supposed to be a spiritual successor of MoM and has the words "War of Magic" in title! I say forget everything else, and work on making this part work.. if everything is wonderful but the magic syste/spells is weak, you still failed totally. Probably the only other part that i
[quote who="GoaGalneGbilski" reply="78" id="2682694"]Well yes, but it's a wild no mans land, but it takes to lo ng to say so I went for wildlands. And wtf are you dragging King's Bounty into it for? I was more thinking about fantasy novels or maybe Ffh2... But all tastes differ I guess. [/quote] FFH2. Something that tracks just how much of the world is becoming "civilized" and as a result gradually ramps up the barbarian and creature response to it.</p
I think that a little more life in the character system would be very much a plus. Loyalty needs to make it in at some point (Probably an expansion), and charisma should govern interactions and leadership potential.
[quote who="_PawelS_" reply="25" id="2682671"]What is "diplomatic capital"? [/quote] Wasta. The ability to affect the situation through force of will or reputation alone. At least, that is kind of my interpretation.
Nice! I was really looking forward to some serious player vs the environment gaming in addition to player vs player. Looks like we'll get it.
[quote who="Darkreaver1980" reply="36" id="2681937"]Thanks alot bagglewag25t, this realy sounds way better. but wouldnt this mean even more city spamm? i mean to get it all, you need to build citys everywhere, so you can get all bonus for yourself?! [/quote] Nope. The way this works is larger cities put out dramatically more influence, and city size is dictated by available food. So you could have enough food for 5 level 3 cities, or one l
I also really like these changes, and agree that forts and watchtowers, methods to exert control as distinct from cities, are now a must! Also, I am curious if trade has been changed with this new system? For example, you build a city to specialize in trade, magnifying the effects of all trade routes to and from the city?
Diplomacy, party/army size, morale and quest options should all play off of charisma as well. Personally I think this is something that should be expanded upon, not removed. But I agree, as is it is fairly useless.
[quote who="Frogboy" reply="4" id="2681433"]I would like to hear other ideas on essence btw. [/quote] 1. Have it be a steady stream for all sovereigns (debated at length in numerous other threads... no clear conclusion, other than the community is divided) 2. Use it to enhance abilities of sovereign or champions (magical casting, stats, special abilities, ect). 3. Use it to enhance the stats of your units. 4. Use it to
Yeah, fog of war isn't going away anytime soon, nor should it.
[quote who="Saije" reply="67" id="2681245"]I like the Essence = Mana Cap Idea... It was always intended and it fits perfectly. Now if you want to play a caster sov your faced with a choice. Use an overwhelmingly destructive spell at the cost of your essence, or tone it down and use weaker spells so your mana can regenerate. It doesn't make playing a casting Sov impossible and boring as some have stated, nor does it destroy the purpose of Essence which is made very clear.
Event logging for every single character is probably a bridge too far. That would require a lot of optimization.
[quote who="TheBirthdayParty" reply="34" id="2675320"] The more steps we take away from gender binary the better. That's why its important. [/quote] I can't believe you people take time worrying about this crap. It's thinking like this that had volunteer firefighters who requested to be mobilized to assist with Hurrican Katrina being sent by FEMA for a week of "cultural sensitivity and diversity training" instead of... you know... helping.
Isn't there a way to tie NPC's into this? Example, a mercenary becomes extremely wealthy in his travels, builds up a bit of an army, and then uses some of that money to build a keep somewhere. As a player, then you can go and purchase troops from him, or you can attack him to take his stash of contract money. Or a wealthy administrator NPC finds a mine or quarry that currently isn't being used. He sets up shop, buys some protection, and then you can begin trading
I think this is a fantastic idea.
Personally I think that employing essence the way that they sounded they were going to do it originally is the way to go. You get a persistent trickle of essence independent from your leveling up (essence which you are "channelling" simply by being alive). You choose the manner in which you employ that essence. So, if you wish to make yourself exceptionally powerful in magic or combat, you simply use your essence to dramatically improve the related stats.
Food is the limiting factor, and should be. Your first city doesn't have to be next to a food resource, as gardens can enable you to grow to level 2, but your second city damn well should be if your first is not. What I do is have my first city be my capital, and then my second city goes down next to a food resource, which I then use to grow my first city to level 5. In my opinion, it is actually a little too easy to expand after getting a single food resource, because one r
[quote who="DamnedChoir" reply="25" id="2669950"]I like vollies, they allow Archers to soften enemies up a bit before Melee troops close in. [/quote] They can do that in tactical combat though. Why on the strategic map as well?
[quote who="SpartanFry" reply="61" id="2669606"]Why do the fallen start with life magic? I thought they had death magic.. bug? [/quote] I wondered this too. For both the canon factions and custom fallen factions. The landscape still looks right though (all dark and twisted).
This is where a champion giving significant bonuses (morale and special abilities) to adjacent unit or to an attached unit can come into play, as well as champion only stacking limitations (researched through the adventure tree).
[quote who="luketan" reply="75" id="2669507"] I predicted a while ago that Elemental would be more like Gal civ in terms of tech/magic i.e bland", generic. The AI would be decent as the rules in particularly magic would be designed to work around the weakness of the AI. But most players would eventually beat it on even terms anyway eventually anyway I wouldn't put much faith in modding btw, if the base game is limited to spells of this nature, modding probably wouldnt he