lwarmonger

lwarmonger

Joined Member # 2414504
15 Posts 476 Replies 448 Reputation
Reply to Factions in WOM Ideas

Only two playable races but 12 playable factions.

5 Replies 6,081 Views

Hey, as long as you do that near your enemy's cities everything is ok. "Um yeah... sorry about that whole releaing a plague upon your lands thing. Our bad... our bad."

20 Replies 14,683 Views

The more I think about it the more I think these two things are important to a game of this age, and I am hoping we get confirmation on whether they will be included soon. Morale: Combat up until the modern era chiefly consisted of two armies coming together until one of them broke and ran. Most games do not represent this, and instead have their armies unrealistically fighting to the death, however the real trick of Medieval and Ancient warfare was not to kill all of the

28 Replies 75,329 Views

I think that one other thing to consider in your combat model is morale. After all, the goal of most medieval battles wasn't to kill every person on the other side, but to break their lines and make them run. Once their force scattered they were no longer a threat to you. Take the medieval time period, where heavy cavalry was designed to create a shock effect that would break the opponents infantry lines, winning the battle at a minimal cost in losses. This shock effec

17 Replies 9,025 Views

Personally I think the key here is based on loyalty. A city of a different faction should have greatly reduced loyalty upon capture, so it must be occupied by your troops in order to prevent it from going back to its previous faction or forming its own independent faction. Likewise, while you should be able to recruit troops from the conquered population (much like the auxiliaries recruited from conquered Roman territories, or like the Germans recruiting from conquered populations

16 Replies 13,400 Views

Posssibly getting a city with another race could allow you to produce lower level units of that race (limited in how high they can train), but the morale is extremely low as a result of disloyalty (and a corresponding garrison must be kept in the city in order to prevent it from declaring independence). Perhaps you would have to shadow units of a hostile race in your employ by your own (say two of your own race for every one of a hostile race recruited in capured territory) in order to

22 Replies 74,124 Views

No, it is continuous time. It seems to me that this is more like paradox games (Hearts of Iron or Europa Universalis, ect), where you generally pause (especially in HOI) in order to issue orders (because coordinating an air, ground, sea offensive takes a bit of planning), and hit the pause button as necessary to make changes as it is playing out. I often play Total War games the same way. It strikes me as a very sensible way to conduct tactical combat, and as long as it is e

11 Replies 8,239 Views

I definately think that this is something that should be put in. I especially liked the idea put forth where the wilderness rating determined how wild a specific area is, and as humanity pours into that area and tames the wild (reducing the wiilderness level) there is an eventual backlash from the creatures and smallish tribes of creatures (like whole barbarian tribes pouring into the Roman Empire because of pressure on their land, except to include mythical creatures)&nb

20 Replies 14,683 Views

I think that might fall more under the hero system... on the other hand from the sounds of things such a unit could be modded in or added quite easily. It would just take quite a while to build. I am very curious about how the sea will be handled. If it is there at all (I very much hope it is... the sea is very important to societies at the tech level this game will be at), will you just build ships and put troops on it? Or will the crew be inherant to the ship

45 Replies 24,644 Views

This sounds fantastic. I am especially intrigued by the caravan idea. For example, it could force you to police your realm in order to eliminate raiders before they attack your caravans. Perhaps include a caravan escort option in order to assign soldiers to protect your caravans going from certain cities, or send heroes and/or troops/ships to raid the caravans/convoys of other nations (anonomously of course). Then there is the whole business management aspect of it,

148 Replies 496,803 Views

Several things I've always loved about Stardock is that they have a great track record of supporting their games, turning out a finished product, and listening to their fans. So, here are a few of my preliminary questions and requests. 1. What type of economic system is going to be emplaced? A good system of economics can make or break a game. One reason I like Galciv 2 is because it has an intuitive yet sophisticated system of ba

2 Replies 5,650 Views