Climber

Climber

Joined Member # 2441936
52 Posts 371 Replies 20,208 Reputation

PawelS, Are you the same PawelS at my AOWSM days? "I think it would be more fun to be able to keep cities of other races, like in MoM and AoW." This is the real question. No one want to play just 1 fraction the whole game; but if you can utilize whatever race/fraction you capture, your starting race/fraction does not matter, because you end up with a broad mix of fraction anyway after the mid game. I hope this game ends up in the middle of this spect

151 Replies 387,493 Views

[quote who="GW Swicord" reply="66" id="2605114"]I saw this 'late,' but I'm glad to see several folks typing much along the lines I would have. As usual, PigeonPigeon says much that I've been thinking and does it a bit more clearly than I probably would have. I completely agree with MagicwillNZ: Now wait a sec. It was a little premature to even have that poll, factions flat and undetailed as they are right now. Improving races is absolutely fine, but not at the cost of making pre-ex

151 Replies 387,493 Views

Adding more the to OP idea here... 1. Heroes and anyone in the Dynasty tree are real units that roams the land. When it reaches an opponent's border, the player are given an option to request for an diplomatic entry (on top of the standard declare war) 2. If your opponent approves the diplomatic request next turn, the unit (& its troop) can enter the border that turn. 3. When the envoy finally reaches any city or in contact with an opponent hero, diplom

77 Replies 251,746 Views

[quote who="ckessel" reply="8" id="2610710"] Quoting GW Swicord, reply 7But I'd have ever so much more fun with a diplomatic win if it depended on me developing specific 'diplomatic assets' (Ambassador Sarek, etc.) and using them well. You nailed it. That expresses the core my feelings on it. Diplomacy in most games now doesn't really vary by kingdom/race since everyone has the same options (barring the +25% reaction type modifiers). If the diplomatic core were modeled&nb

77 Replies 251,746 Views

Support this idea! I don't like complicated Tetris like building method others suggest. The OP suggestion seems to strike the right balance of need/fun vs mirco-management.

4 Replies 4,708 Views

[quote]So that’s the discussion we have going on. My bias is to focus on our own canon and introduce players to it. Players could still create their own races but they’re not going to be making any half-dragon half man races or Ents or what have you. That’s my bias on it because that sort of thing can be added later in post-release if the game’s successful whereas we only get one opportunity to really explore the depths of the rift between say Kraxis and Ca

104 Replies 205,058 Views

I am against this idea. Gain some XP, get a little more traits or stat points for those little guys aren't that fun. Especially when you consider the micromanagement (extra mouse clicks) whenever those units level up. Are we really making meaningful choices when a few of those guys level up? No, not really. Unless, we are talking about advancing normal units to heroes ( link ) , I don't thi

24 Replies 14,085 Views

Ok. I am puttng fusing several suggestions together in 1 post. Without focusing in one particular idea, it can be confusing. So let me elaborate the main point of the idea. So far, food and prestige cannot be stored/accumulated globally in beta. I want that changed. If they can be stockpiled, it mean it can be traded or used for real special occasions. While suggesting any new feature will surely increase complexity of the game, I th

3 Replies 4,644 Views

Below is my further refined version of population growth model Material can be globally stockpiled, including food and prestige 1 pop consume 1 food, 1 prestige and water per turn. Thereby, current population of your empire = current per turn food, water and/or prestige production, whichever is the lowest. max population of each city is further restrained by the max capacity of local housing High prestige slows pop lost, hasten pop growth, bu

3 Replies 4,644 Views

Darkodinplus, you have my full support on post #20 To relate to my post #10, inactive military personal is the surplus people living in the city when all buildings are already operating at their full capacity. Those are the unemployed, as no more work is available in that city. These people will be the first group people recruited as military people. Whenever this pool is depleted, further draft will eat into the existing productivity of

24 Replies 15,916 Views

[quote who="John_Hughes" reply="11" id="2601597"] "buildings in a city require a total of 1000 labor to be 100% productive, but there is only 900, all buildings produce 90% of its theoretical max." That type of process makes assumptions about those, just anyone, are taken out of the Population, to create the decline and thus the hit to productivity. People with very specific training, Farmers, Smithy's, Miners would all come out last. (please do not site modern wars as an e

24 Replies 15,916 Views

I've made an update to the idea in post#7. It is the same idea, just even more refined. The concept become easier to understand. Different building require a different # of labour to be 100% productive, call this number X in a Level 1 city. Individual Building's productivity is pro rated to the how many people working there. In a L5 city, the same building employs 5X labour max, thus it can be 5 times more productive than the same building

24 Replies 15,916 Views

Very interesting idea. I try to suggest a way to simplify yet maintaining the main benefits: highlighting the importance of pop, increase building diversity, increase city diversity. Different building require a differnt # of labour to be 100% productive. This requirement is different for different city level Individual Building's productivity is pro rated to the labour works there. All buildings inside the same city will have same % productivit

24 Replies 15,916 Views

I have no problem with " Pyromancer's suggestion of making prestige diminish as population grows" although I find that a bit artificial and does not appeal to me. However, I agree in principle that for any large city, pop growth plateau due to over crowding/difficulty of admin etc. By any slim chance that the idea that "1 population consume 1 food and 1 prestige per turn" will be implemented, it will achieve the sam

114 Replies 234,867 Views

Again, agreed with Darkodinplus post #63 completely. Rgds to the penalty needed to increase city level cap, I believe essence should be the best choice as it will always be scarce. In a lot of games, you may have lots of resources, gold, population, etc sitting around; when one of these can be used as the price, the penalty may not be enough. Anyway, a minor difference in opinion. Winnihym, don’t you know your idea can be extremely similar to mine?

114 Replies 234,867 Views

[quote who="Frogboy" reply="25" id="2595415"]One thing I think is missing from the current system is city placement decisions having a larger impact. Currently, all i need to do is build a city close-ish to a resource or two, and I can make the city awesome if I choose to put the population there. Perhaps there needs to be a mechanic in place that requires certain characteristics of the surrounding countryside of a city to make people want to settle there

114 Replies 234,867 Views

PyroMancer2k, my main point aren't affectd by whether it is 'per day' or 'per month'. I should have written it as per turn. As always, for this kind of discussion, balance/quantity is not the point of discussion. I did admit the illstration is verbose, haven't I? Step#5 to Step7 is a detailed description of Step#1 to Step#3, seems like you don't need to read that part, that's all :) But it does show the central idea can fit to other aspect of the g

114 Replies 234,867 Views

Frogboy. Thanks for your reply. The suggestion I've made should still be quite nice even if food is instantly perished. When food (& prestige) is perishable, events in step#6 to #9 will not exist but the main concept remain intact. Then my central idea becomes: 1. Material can be globally stockpiled. Food is not. Prestige... should be. 2. 1 pop consume 1 food, (1 prestige) and requires 1 housing capacity per turn. Thereby:curren

114 Replies 234,867 Views

Hm... can surplus food production be stockpiled? My reason (related to the suggestion above) is to provide a more consistent model for all resources. It is simpler that way. OTOH the suggestion above can still work if food is instantly perishable. But making it stockpile-able give us something more to play with. (And of course, if you don't find it too complicated for players, food surplus should be perishable somewhat slowly; forci

114 Replies 234,867 Views

Very insightful and lots of detail is divulged. I am trying to suggest a different take that adhere to Brad's design philosophies and the problems OP has posted. Some of below is what all of you said, but the combined effect is different. 1. Food, Prestige (and material) is globally stockpiled. No change here. 2. 1 pop consume 1 food, 1 prestige and requires1 housing capacity per day. Assuming in a case that

114 Replies 234,867 Views

Merge the advisors with the champions shown in the Dynasty Family tre e. They can be the SOv's sister, father, ancestor, his god etc. New advice will be shown at the event log at right top corner of the game. Its display can be disabled as an option. Their advice can be selfish (for their own good, mostly) Whether you, as the Sov, agree to take these action will affect these advisor's morale/mood/loyalty etc. They can be angry if you don't

71 Replies 136,829 Views

More idea.. Weather effects like fog, cloud, rain, snowstorm etc should be able to change the % cover of all terrains tile. This will make Weather an important aspect of the game, as it determine whether your units can succesffully ambush your enemy. (I always hope weather is default feature that can be turned on/off at will.) When LOS engine is avaliable, modders should have less hassle making a Day & Night mod. On a moonless night, everythi

5 Replies 5,535 Views

I'll love to have an Line of Sight engine for this game, so a lot of sight related abilities (invisibility/pre-cognition/night-vision/illusion spells/etc) can be added/removed in a mod, and the AI will know how to handle and utilitize special type of eye-sight to its advantage. Brad has mentioned a watch tower won't 'see thru' a mountain. This is great,

5 Replies 5,535 Views

I believe there aren't much to discuss until more is known about pacing option. From Brad's simple 1 liner, it can mean anything. So far the house building seem boring and repetitive. In the OP, Frogboy provide a reason to build more and more houses/huts. You need to build more houses to get higher city level. The only incentive to avoid building more is that they costs material and tile space. In OP, 27 turns later 8 huts are upgrade t

141 Replies 249,408 Views