[quote who="Tridus" reply="115" id="2553462"] Quoting Peace Phoenix, reply 102 Use % (or something that scales at late game) as bonus & penalty. There is nothing wrong for meditativeness to generate "4" spell points without the aide of city. However, 4 spell points aren't probably that much in the late game. Make most, if not all, of these Sov trait affect how player play the game both in the beginning and at the end game. Well, the point is about talent for the sover
Climber
What I meant above is that, roads while important, there should be some other buildable structure allowing players to setup some 'gate' controlling the traffic flow (either friendly or enemy's assaults). Forts, Castles etc are control points that I wants to draw enemies to fight with me. Without these buidable structures, road is as adv to me as to my enemy.
I vote for organic tracks that connects places where there are lots of foot travel. It can be caravan's routes or where you march your massive troops. Tracks provide minor speed bonus to travel. I vote for Roads that need to be build, utilizing man power and material (e.g. stone). In terms of the best UI on how this is done, allow us drawing waypoints for the workers. (Waypoints, should be a standard feature of this game anyway as I've m
Again, I like the general direction. I've 2 wishes here, hope our beloved devs will listen. Use % (or something that scales at late game) as bonus & penalty . There is nothing wrong for meditativeness to generate "4" spell points without the aide of city. However, 4 spell points aren't probably that much in the late game. Make most, if not all, of these Sov trait affect how player play the game both in the beginning a
In that case, the first one achieve the objective will be rated as 1st in Rank. The exact conditions of how to receive the acheivement bonus should be fine-tuned when there is more play-testing.
"AI handling is about as good as a human player at the auto-resolve stuff" This is an admiring goal, but since auto-resolve need to guess how I want (sometimes maybe I want to use up all my mana to win it, some times I don't want to spend any so my unit suffer more damage, for example), it is difficult make it about as good as human player. Would it be nice that if the auto-resolve result is not what I (or my opponent) want, give us a "Take me to Tactical Battle" b
I do like the general direction SD is going. However there are some important features/functions coming from Citybuilding does not seem to show in OP (& I have not read all posts above) Location based building bonus : Cities built surrounded by forests should be given productivity bonus for its lumber mill; cities surrounded by other major cities will be naturally better at trading. This allow specialization of a city because the city is natura
[quote who="Cerevox" reply="7" id="2541178"]Honestly, i think civ4 only had one bonus for actions, and it worked pretty well. The Magellan's Trip thing. First person to circumnavigate the globes gets +1 to ship movement. As long as your tech was not miles behind and you had at least 1 port city you can manage it. And the bonus really didn't effect much so it was more of a silly bragging point then a real bonus. Any bonus in game that relies on odd actions is likely to cause odd behavior in pl
That is a good point, there should be a good balance between landgrab and the non-landgrab related bonus. All those non-landgrab related bonuses should favor non-conquer related conditions. Those conditions may include those who are great in maintaining world peace, spying, keeping alliance, completing quests; i.e. anything but conquest. Hopefully, this is a great way to make EWOM to differiate EWOM from other games. And the more discussion abou
Gaining those bonus is definitely an acheivement, instead of circumstancial, or bragging right. In order to receive those substantial bonuses, the player has to plan and execute well. It may take them dozen and dozen of turns of careful planning and excellent execution to receive those. I haven't mentioned in OP, but the conditionals to receive those bonuses should not over favor those big empires. A unit bonus may be bestowed if one's empire has been peaceful f
When writing other thread Might & Magic (Resolving the bigger empire is always better issue) gives me an inspiration to resolve the problem of “the game being won in the first 10 min & then spending the next 2 hours going through the motions” In traditional TBS, when you want to increase the productivity of building troops, you build one more barrack; when you want to research spells quicker, you need
[quote who="Cerevox" reply="9" id="2533968"]Rather then being only one path in a traditonal TBS, its more like a fan or numerous paths with dozens of grey shadings. In your system, you either have to go all one way or the other, or cut it right down the middle or you will end weaker then everyone else. [/quote] My view is that in traditional TBS, although you seemingly has numerous path to follow, it is not. The only path is to landgrab, so you has the maximum magic/might produc
Yes. in this proposed system, there is 2 path, plus the in-between path. But what about the traditional TBS? There is only one path, a very generic path. This generic path offers all the possabilities and end-up a very bland gameplay experience, because all of your games' goal is to get the most magic & might by expanding and expanding further. This proposed system does not force you to expand (that much) if you want to be great in magic, du
Cerevox, the academy in the Might empire still allows spell research. It is just that the rate of Spell research point generation is slower than the Magical empire. You still be able to cast spells, it is just that usually the might empire cannot cast spells as high-end as magic empire that quickly. And in the very late game, an might empire might even catch up on magic. I had recommended specific academy (like life/death, earth, fire, water, air, summoni
[quote who="SmiteMeister" reply="1" id="2533298"]Neat idea. and very unorthodox. It will create some interesting choices along the way. But does that mean that all magic is "life" magic? all magic is hippie goody-two-shoes?[/quote] When I was writing the OP, I did not think too much about the lore side of it. It is not necessary 'life magic', it is still the same life/death, earth, fire, water, air elements SD envisioned. It is just that when there are more mand
Frogboy: [quote] ... With Magic, originally players had 5 different types of mana – life/death, earth, fire, water, air. Controlling a shard would, each turn, put mana of the appropriate type into a sort of mana bank. So what’s the problem with that? Plenty. First, it means that the guy who sits on the shards is going to win the game. It really aggravates our biggest pet peeve in these kinds of games – the game being won in the f
The OP idea seems to reiterate on the "small magic kingdom" idea in the Spells & Magic thread. It is easy to say let's seperate Magic economy with Mandune economy, but the ' how ' of it is more difficult. I've suggested one of the probable ways to do it in that thread. Hopefully this thread will develop some nice idea to implement the central idea of Might empire vs Magic
[quote quoting="post"] So instead, your academies generate spell knowledge (spell points) which you can then spend, at any time, to learn a particular spell. Much much more fun. [/quote] Assuming it means that as long as you have enuf Spell points accumulated, you can even research highest-end spells during early game, I like this very much! I agree with GW Swicord that pre-game MOM like spell book pick will further enhance the spe
[quote who="Shurdus" reply="86" id="2527049"]In reply to the magic vs might empires, it seems not only very, very dull to me that a magic empire can only get som many building improvements, and on the other hand it seems even more dull that you need magical beings defending you when you are under attack. I can see where it would be fun to let some empires rely more on magic than others, but an over the top difference like this is not needed. Just let some nations research faster than others a
Hopefully, there is some feedback on my post 81 above. In all TBS games I play, there is no incentive for me stop expanding until I am afraid that my empire spreads too thin too quickly, or the land grab is completed as there is no easily available land around. This is fine for me. However, there are situations that you are stuck with unfortunate start location that you cannot expand, or you failed the land grab. Will EWOM provide a way to prevent me fr
In general, I am happy with this "small, magic empires" line of thought. However, I want to de-emphasis the small factor. Magical empire should be allowed to grow, when situation allows. A large magical empire should be able to crush a small magical empire. Magic Empire vs Might Empire Just as a thought experiment, I'll like to have a comparison btn these 2 types of empire: Limited quantityof p
per-turn mana costs: Beside adding data management overhead, I do not see what kind of fun per-turn mana costs added to the game, especially if we are talking about a short term spell, charm, which only happen in tactical combat. The better way is probably to pay the mana cost upfront, when you cast the Charm/Dominate spell. When you cast "Charm them 2 turn" to 10 level 8 Trolls, it costs you 2*10*8 mana. The UI tells you this cost when you mouse over the trolls.&n
It think it will be more fun if the charm spell NEVER fails. If you attempt to charm a more powerful monster, the duration of the charm decreases. (I also agree that some statistics like Wisdom/magic resistance, or whether a unit is of the type of undead, is relevant to this Duration calcuation) Focusing on the fun again, there should be a distinction btn Charm & Dominate . Do
I've checked out. Real life has lots of change lately. Can't keep track... pls replace me if this is still on
Thanks Warrich. Updated a Noble (Family Tree) mechanism.