Ahrimahn

Ahrimahn

Joined Member # 2432021
0 Posts 10 Replies 48 Reputation

Wouldn't it be easy to combine this with what we already have? Just have mines spawn by/in mountains. Old growth forests actually spawn in forests. Clay pits spawn in swampy areas, etc.

52 Replies 25,222 Views

Sounds good to me too. One comment....If these factions are never going to grow, they should be very hard to take down. Trading with the "library" faction, for instance, should be very desirable in comparison to taking them over at the cost of a huge army.

22 Replies 6,731 Views

I suggest combining the idea of "resources from other resources" with the concept of "interesting choices." Mine a resource, then have a building that converts it to usable materials. Next, allow us to upgrade that building to allow us to improve one aspect of what the resource gives us. This implies the blacksmith is now more adept at making armor/hammers/swords/etc in that particular town. For example...mine ore, then refine it into armor/weapons at a blacksmith.&nbs

278 Replies 548,178 Views

One idea to prevent city spam is to make population coming in from the wilds global. Each tile would generate an amount of people, and the area influenced by a city would pull in those people. So, for .01 people/tile, if your city influenced 100 tiles you'd get 1person/turn. Then, if your cities got too close to one another, they'd directly hinder each others ability to grow in population. Then, prestige could instead determine which city they would travel to if city i

131 Replies 266,838 Views

These look great! As a non-beta player, these tiles are all I have to hold me over until the 24th. I need MOAR!

59 Replies 223,404 Views