Krouv

Krouv

Joined Member # 2419718
7 Posts 24 Replies 322 Reputation

This thread got me thinking. What if not only the allegiance of children was in question, but also that of adults? Being an Erfworld fan, I thought that a loyalty stat would make the political games of noble families much more interesting. Basically, every family member (not heroes or regular troops) has a loyalty stat, which can be influence by various elements upon which I sh

6 Replies 8,284 Views

[quote who="Scoutdog" reply="1" id="2341375"]Well, some of what you are mentioning will already be in the game: units will be produced from citizens, and won't be very standardized. However, the main probem with adding in too much backstory for each unit is that some poor dev somewhere has to write all that backstory. A few prefabricated stories or story "blocks" wouldn't be abig deal, but remember that we're talking about battles involving hundreds, if not thousands of units. Making each one

11 Replies 11,014 Views

I change my vote for camp three as well, as it's rather similar to what I proposed a few pages back. I still think however that in addition to this automatic system we should be able to manually assign resource shipping, in case the game comes up with a solution that is unsuitable.

565 Replies 1,540,392 Views

I am generally for the complex option, for several reasons. First of all, I like the idea of being able to specialise cities, effectively "outsourcing" production; this also lets you customise the way your economy is built, letting you either spread out your resource production, or put all your eggs in one well defended basket with megacities manufacturing everything from swords to potions. However, I don't like the slider approach to the interface, and managing exports from every producing c

565 Replies 1,540,392 Views