Edwin99

Edwin99

Joined Member # 2555206
91 Posts 412 Replies 14,003 Reputation

Why not a rule that says a city needs a governor (a champion or sovereign) present (in the city) to direct the construction of new buildings and oversee the training of new units? i.e. A city; other than your capital city, cannnot construct buildings or units without a champion or sovereign being present in the city. This would limit city spam and increase the importance of recruiting champions.

145 Replies 84,305 Views

C. Captured Cities & Champions Captured cities cannot build units unless a friendly Champion or Sovereign (a governor) is present in the city to manage production and control unrest. Production and tax revenue from a captured city of an opposing fraction (empire/kingdom) is 50% of normal. An ungarrisonned captured city from an opposing fraction may revolt (5% per turn) i

1 Replies 3,336 Views

[quote who="VR_IronMana" reply="30" id="2768318"]If I had to narrow it down to one thing, I'd say it's the "I go, you go" system where I can pick who and in what order acts. No consideration for speed, weight, enchantments (unless they cause a lost turn like Stab of Ice) - just I can pick who I want to go regardless. If this has to stay, at least let each side move a "piece" per turn. For example, if I move my swordsman one square and attack, then my opponent gets to move one of hi

57 Replies 110,140 Views

1. Ruins tile that "only" sovereigns and champions can enter (which transports them - not accompanying army units - to a tactical map). 2. A ruins encounter with AI battle tactics for that specific encounter. (example of designing AI optimized for a specific encounter) 3. Armor or item that gives wearer resistance to cold with this example one could create other armor types that give resistance to a specific element or specific spells(?). Example: Coat of Cold Resis

154 Replies 397,260 Views

I want to do two things. I want to build a ruins tile and allow only champions and soveriegns to enter. Force a player to go to the tactical map instead of using autoresolve when they enter a specific ruins tile (see above). Is this possible? If so, how? My reasoning is that a player finds the entrance to a dungeon. They cannot explore it accompanied by a 10,000 man army thus only champions and sovereigns can enter this tile. All

8 Replies 6,242 Views

Outline Champions on the battlefield grant units access to battle tactics Battle tactics are actions that units can select from - Shield Wall (+2 defense), Fallback (avoid enemy attack by retreating 1 tile when an ene

1 Replies 3,336 Views

Naming the army commander. If they allow this I want to see army commanders with unique combat bonuses that apply to the armies they lead; Example: Level 3 Champion - +25% Armor vs Archery Attacks Level 4 Chamption - +25% Attack vs Calvary Level 3 Chamption - +15% Morale Level 1 Champion - +1 Initiative Bonus Then assigning an army commander becomes a real choice - do I want a commander that will give my un

5 Replies 7,075 Views

Are movement initiative and combat initiative two separate issues? a. Movement initiative - controls in what order the units move. Remains the same for the entire battle. b. Combat initiativie - controls in what order engaged units strike (attack) each other. Checked during each attack. You never know for sure which unit will make the first attack once they are engaged - the defender or the attacker, though its more likely to be the more expe

15 Replies 17,484 Views

1. Flanking - Yes, of key importance. A bonus when attack from left, right or rear that has already been attacked that turn. Where D is defender, A is attacker, and F are the flanking sides. F F * F D A F F * Perhaps a morale check if attacked from the rear. Fail the morale check and the unit panics. 2. Initiative - Yes, also of key importance so that movement alternates by unit not by army. The one ar

6 Replies 8,746 Views

Minor fraction cities; 1. Should be able to develop and grow. 2. Should have a personality. Some will be examples of swiss neutrality (fielding stronge defenses) while others will be willing to wheel and deal. Some may be home to thieves and brigands. 3. Should be commanded by a champion; sometimes a skilled merchant, farmer, warrior, adventurer or sage that continually gains experience at a slow rate. 4. May be of different races - i.e. perhaps a minor Og

15 Replies 11,936 Views

Agreed, an initiative system where the units would move in order of initiative - one that takes into account; Random Factor (d20) + Armor - Lighter armored units are more likely to react quicker (Leather Armor +6, Chainmail +3, Plate Armor +0) + Experience - Experienced units are likely to react quicker (+1,+2,+3) + Army Commander Battle Experience (if any) - A more experienced army commander is more likely to have units

15 Replies 17,484 Views

Thanks for the tips on destroying the city - select the city picture and just select raze - I could not find it earlier. (I was looking at the actions buttons) I would still like to see consequences for razing cities; For the kingdoms - if a kingdom razes cities of another kingdom the other kingdoms may unite against them - this chance increases based on the number of cities you raze - you may even receive a warning from the other kingdom; "Sov

10 Replies 9,264 Views

Champions should have a loyalty rating that determines 1) their chance of remaining with their sovereign if the sovereign slays a neutral champion and 2) the chance of a sovereign recruiting the champion if the sovereign has slain a neutral champion. This would force players to weigh the pros and cons of an early game champion slaying campaign and differentiate champions from one another. Example: Retaining a Champion Champion Jakor, the merchant&

2 Replies 6,172 Views

I would like an easy way to destroy captured cities. A simple one button option. Currently, you can destroy improvements but not the whole city. Destroying cities is valid strategy as it means that your invading army doesn't have to garrison cities after they fall. Of course, destroying cities could have a few bad side effects - other lords would tend to be more hostile towards you and the growth (spawning) of hostile creatures would be facilitated. and some of

10 Replies 9,264 Views

Condensed Spell List for Shadow Book - from original post Note 1: There are 4 arch-types of shadows; Lesser Shadows, Shadow, Greater Shadows, Shadow Lords. With subtypes for each archtype. Note 2: Most shadow spell scale with the size of shadow that is sacrificed. You can sacrifice bound or tamed shadow creatures. Note 3: If you attempt to sacrifice a bound shadow it may rebel and attack you. Note 4: Most shadow spells require a shadow sh

3 Replies 23,228 Views

Tactical battles for city attacks should allow the defender to utilize the city's defenses and the attacker should have the option to build a greater variety of seige engines. Example: Fortress Wall - Archers attack from behind the wall, and are immune to attack by non-ranged weapons Units inside walls are protected from non-ranged units Example; Battering Ram - impervious to archer attacks, can destroy hedge

0 Replies 2,719 Views

Archer units need; 1. Opportunity Fire - option to automatically attack first unit that moves into range. 2. 2nd Attack Delay - i.e. archers attack, enemy moves, archers attack again. 3. Crossbows - one attack per turn, Units with crossbows can be trained faster Defenders need; Tactical Spell (air) - Wind Wall - Reduces range of all archer units on the map Tactical Spell (fire) - Smoke - Reduces attack range for targeted units to 1, du

6 Replies 6,298 Views

Well done. This idea is unique and stands apart from the other spell books in both its focus, execution and potential for affecting game play. I like the idea of shadow units being invisible on the strategic map and being able to rebel against their master. I would add strategic and tactical spells that allow unit(s) to see shadows. Strategic - Shadow Sense: Affected unit can see strength of shadow&

3 Replies 23,228 Views

Talent: Mana Regeneration = +1 to Mana Regeneration, Cost 20 points. Talent: Expert Tactician = Units in an army commanded by the sovereign have first strike ability; non-summoned defending units have a 25% to make the first strike when attacked by an enemy unit. Cost 20 points. If both sides have

9 Replies 81,632 Views

Champions should be allowed to flee from the battle field after their army loses 75% of its strength. Example: Army of 400 points is reduced to 100 points. At this point in time their champions can attempt to flee the battlefield by reaching the edge of the battlefield.

22 Replies 14,655 Views

Ruins should be a 2 part tactical map encounter; part 1 where the sovereign can venture with his armies and part 2 where only the sovereign and his champions can venture. This enhancement would increase the importance of champions, as only they can accompany the sovereign into the dungeon tactical map. It is also more realistic - i.e. how many dungeons are large enough to accomadate a 100,000 man army. The enhancement emphasizes the RPG aspect with its focu

0 Replies 2,649 Views

I like your idea for scripted overarching storylines that the game may randomly assign with related quests and storyline specific hereos & monsters. I presume that each storyline would climax with a uniquely designed tactical map. Perhaps - a 5% for each storyline arch 01-05: Storyline - A great evil dragon has captured the eggs of other dragons and now rules all dragon kind. The player must complete a series of quests to find a way to slay this evil dragon; p

1 Replies 3,387 Views

I would like to see a diplomacy research tree for Intelligence that would unlock intelligence reports. These would tell me how my empire compares to other kingdoms/empires. Example: Intelligence > Spy Training Intelligence > Embassies 1. Intelligence - Allows building of Intelligence Headquarters An intelligence headquarers would allow the user to see a report with a bare minium of information about his kingdom/empire. <

0 Replies 2,800 Views

Ideas for increasing speed of Mana Regeneration (maximum of +3 per turn) 1. Talent: Mana Regeneration - Increases Magic Regeneration by +1 per turn. Cost 20 points - Why 20 points? This talent is more useful than the Tracker Talent which costs 15 points 2. Wisdom : Wisdom 20 = +1 per turn, Wisdom 30 = +2 per turn, Wisdom 40 = +3 per turn 3. <

1 Replies 3,100 Views