Honestly this was predictable. I struggle to think what was on the Game Design Doc, and the progress of the beta has been quite similar to how Coders make games at the George Mason Computer Design Program, where they would code and "tweak" hoping for something good to come out. "Balancing" is DIFFERENT then Game Design. One does not "Balance" a game to make it fun." You balance a game to, "Work as intended." The intention is to REMOVE mechanics, not CHANGE them, so that what'
Magicscissors
There are PLENTY of ways to balance Horses in a variety of directions... Most of them are good too! But if I had my magic wand.... 1. Decrease the Spawn rate of horses and wargs to .1-.25 a turn. (Galactic Hunter's Idea!) Horses are hard to find and raise, which is why resource poor countries (such as Nordic kingdoms) often had to rely on Infantry to defend themselves, while Mongols had ple
I still don't understand why Heroes aren't assigned to Units and fight in them.... Just debuff the Fighting ability of Heroes, (Reduce Attack, HP, Defense, etc..) but then add them cumulatively with the Unit they are assigned to. (So that the Heroes stats work with and IMPROVE the fighting ability of units, rather then COMPETE with them.) I mean, I've seen Surprise Resources (Essence), a complete overhaul of Prestige, the leveling system removed, encumbr
If I was the designer (which I'm not,) I would have Heroes join Armies instead of existing out on their own... So for instance, instead of having a Hero exist as an independent unit, a Hero joins a unit, and his stats and the armies stats combine. Why you might ask? Here are my three reasons. ----- 1. Eliminates the Hero vs Army conundrum. Currently, I have to choose between having a Hero centered army and a squad centered army....
[quote who="Tuidjy" reply="8" id="3227689"] 3. I am not sure I like how the enemy sovereigns have multiple paths and silly levels of magic by level 5. It would be better if they had fixed upgrade paths, so that they could not only develop into an effective fighter OR mage OR assassin, but also it would give them personality. [/quote] This.
Hello everyone, I would like to talk about Magnar's Growth Penalty due to the Slavery ability and Tall City weaknesses. As the game is currently designed, Magnar's ability is more of a curse then a blessing because without the ability to create growth improvements, when Magnar conquers multiple cities Magnar loses a great deal of capacity to grow any of its cities at all. Now, I understand that Magnar is supposed to grow with slavery since they are vil
I always thought that the best way to deal with city spam is to tie in a Prestige based solution. I would change the game so that founding or conquering a city requires at least 2 Prestige and that you gain prestige from city levels lose prestige when you occupy or control cities. So for every level a city advances, it cumulatively gains that amount in prestige in the formula of X (X) - 4. So for instance, a level 1 city gives a loss of two prestige, a level two city give no pre
Faction Diversity Thread. Hello, I’m a long time lurker and I thought I would throw some ideas about diversifying the factions. Currently, I feel that Tarth, Pariden, Resoln, Magnar, and Ythril, are lacking a little bit in flavor so I thought I would add some ideas I’ve had to make them interesting. I’ve also included ideas for Umber and Capitar, if they’re chosen to be put in the game. Take them or leave them! Tarth- <br /