[quote who="Simplicity123" reply="11" id="1991370"]If training time is variable, then it makes no sense to ever train for less time than it takes to get the materials. The only thing that matters is the maximum of the times for each box, so you should make EVERYTHING equal to that maximum time. [/quote] I interpret it such that you can't beginning training a unit until it has all it's equipment first. I take the diagram in the original post to be sequential: 1) the playe
Shatner
I went back and re-read Brad's post on the intended economics for EWoM. Each unit costs a certain variety of manufactured resources (swords, armor, etc.), some amount of your cities population (so one "paladin" might represent one dude in armor or a squad of ten; regardless, you are losing citizens every time your expand your military), and some amount of time for training the unit (improving it's stats). As far as the actual interface, it seems fine. What I am r
[quote who="ckessel" reply="23" id="1990648"]I guess I don't want to be going into the design screen every single time I get a new weapon or armor. I want to be able to have at least a few "best of class" templates, like "max armor", "max speed", "max weapon", "max magic", etc that automatically keep up with the latest technology changes.[/quote] Brad addresses that issue in the post below. Equipment will automatically upgrade to whatever is best in it's category. [quote who="
First off, hello everyone. I like the fact that you can design your own units. That is a very, very good mini-game for a turn based strategy game to include, in my opinion. I like the thought of having units cost components rather than some unified, fungible resource like gold or credits. It was certainly cool in "Lords of the Realm 2"; it would be cool here as well. I like the concept of having local amounts of resources/components rather than a universally