Good point. However. It is moot because you are an IMMORTAL MAGIC CHANNELING MOFO who will at a minumum outlive the Merc and his/her decentants. If you don't like the minimum, you could always atomize your wayward Mercenary for fun.
Techefficacy
It sounds as if you can utilize potions to enhance stats of your children. I wonder if the same is true for other heroes. If so, and the affects are permanent, I wonder if you then can pass on those traits through some kind of weighted genetic percentage . (....RANT>>>> Yes, I know, then what is to stop you from saving and reloading? I say, can't you just play a game without cheating? Winning is <10% of the fun anyway. The playing, win or l
[quote who="Ron Lugge" reply="26" id="2350795"] Like it or not, traditionally it has been the eldest male. Rarely if there are no male children the guuuurls can inherit... but whether they like it or not, history is what history has always been. And girls are, in general, weaker than men with regards to combat. THey don't have the upper body strength, even if they are 'stronger' than males in other areas.[/quote] Since this game is based in fantas
banned for being a small dual touch screen gaming system accessory port
Maybe it could be a branch of "tech" to research. If you don't research it you don't get any of the benefits, but you also don't open your people up to "worshiping" another immortal.
banned for faking your Stardock credentials
While I think the idea of territory control generating mana is a nice one. I don't beleive it fits in a game who's history states: " the powers gathered up nearly all the magic of the world and concentrated them into a series of crystals that represented the basic elements of magic: Earth, Air, Fire, Water and Life. In the climactic battle that resulted in the cataclysm, the crystals were shattered thus creating the shards of magic in which
Forgive me if this has already been discussed, but I could not find a thread about it. Maybe religion should a victory condition similar to, but different than the historic cultural victory. If you are an immortal, wouldn't it follow that those in your kingdom worship you at some level? If so, does your influence spread out beyond your kingdom? Maybe a victory condition in and of itself does not add much to the game. Maybe your religious influence could raise your essence at a
I think Stardock has already covered the "people are more attached to your kingdom" aspect within city building mechanics. From what i understand, you will need to add certain features to your city in order to attract people from the county side. This gives your city a kind of "cultural" influence, but it would not be a victory condition.
[quote]by Kotaku , he [Brad] wasn't quite sure yet how the succession of children from a vassal marriage would work. Like, if both parents die, does the oldest child automatically become head of the house, or will it pass to the firstborn son? These are questions that probably only interest me, Wardell and any Song of Ice and Fire fan who thinks Myrcella should get the Ir
I don't think a cultural victory condition should exsist. While GC and Civ had the cultural victory option, they also took place in the "future" as compared to this world, which will be stuck in a single era. Cultural Victory is plausable in a society/world/universe which has extensive access to a competeing society's goods/lifestyle. However, with EWoM being set in an era without alot of commuincation, marketing, and shopping available to the general populus, i don't see how one cult
[quote who="Scoutdog" reply="26" id="2349593"]Interesting article. I wonder if the family trees will extend beyond you, and how the "dilution" effect works.[/quote] Gamespot now has an article which sheds a little light on this: "You start the game with nothin
What is the time frame of a turn? A week/month/year? Will mercenaries who join you also age? Will giving some of your essance to make a hero enable that person to live longer? How much? Man... Man .... Man... I am full of new questions!!! I can't wait for the beta!
In video Brad says game is not coming out until Fall 2010? And the beta won't be until spring???
In video Brad says game is not coming out until Fall 2010? And the beta won't be until spring???
I am out of my meeting and guess what!!! http://media.pc.ign.com/media/142/14295360/vids_1.html
About to walk into a 4hr meeting. I guess I will see the new Elemental news when I get home. [e digicons]:drool:[/e]
[quote]Quoting Tyrion2001, reply 3 What they could do is make it part of a quest for when the hero joins you. So when the hero joins you he could say on a recent exploit his sword was lost on some cave doing battle with x beast. It then makes finding the magic item that belongs with the hero less a matter of luck and more performing a quest.[/quote] [quote]Quoting Denryu, Yes this is what I had in mind. The hero could also make retreiving his sword a
I think the idea of farmers / patroits taking over your mine should be less of an influence in EWOM. The game starts out with a desolate/sparsely populated world. The chance of roiting should be greatly deminished from GC2 but, I will concede it could increase the longer and farther into another territory your resource is located.
I have yet to run across an in depth discussion about how resource control is gained and lost. In my understanding of resources so far (mainly gained from the animal husbandry and economy dev journals and discussions) 1) You must first research a technology for some resources to appear on the map 2) You must construct a building to utilize these resources 3) The resources a then “shipped” to your c
What about building towers, forts, etc. outside of cities? I was hoping that you could build one in the pass through which enemies might easily come. That way you have the bonuses the tower grants? I guess this is similar to Starbases in GC2. Additionally, maybe walls could combined with towers as well. Think great wall of China. Not cheap to build, but it would give you a great tactical advantage or protect your small peaceful kingdom against the larger aggressive enemies.
While this idea might be historically accurate it presents a number of problems. As Scoutdog mentioned backstory for units would be to time consuming, from a development standpoint, to be in the game. While Krouv makes a good point that you could create your own backstory, honestly would you? I mean you have 1000 plus units per game and who knows how many games your going to be playing it a week / month / year. It seems impractical for the majority of players. From a game play stand p
Didn't a Dev post that a winning condition was learning and casting some specific spell? Can't find the entry, but I beleive it was something like "Eden" or "Genesis" or "Imbue Life." EDIT: I meant to quote an earlier post " Maybe it could be a victory condition, amass enough of all types of mana + a significant amount of essence and create the some sort of 'Tower of Elements'"
I think this is a great idea. Based on the what I understand to be the philosophy of the game. It could be implemented by creating an upgradeable "fort/tower" or defensive building type. The buidling itself would have no name, maybe some basic defensive value, and would have a limited number of upgrade slots for you to choose your specialization. Maybe similar to GC2 you could have to ability to build larger building types in the future with more upgrade slot capabilities or b
Robbie, I think that "SuperSpys" would fit well with your system, but give players who want that extra control over movement an option. Having visable / playable "SuperSpy" units allows for greater micromanagement and the increased chance of an enemy kingdom detecting them..... I know if I see a superspy unit i would think to myself "crap this guy is building spys and I am not ready for that" (Of course, that is if I can see the unit at all). I guess I don't always assu