In that case, "w00t!"
Simplicity123
Oh, I have no problem with being able to DIVIDE research. The Total War: Empires model, where you have a person researching a particular tech... But it's still a tree in that case. I just don't want to see a model where you choose between Civilization, War, Magic, Resourcery, or Frobnids with various advances along those six paths for the whole game. That model eliminates choice. It also reduces "one-more-turniness" that comes along with having a fresh tech
I fear the particular research model being displayed. If it's like the Europa Universalis model of there's 6 or so tech groups for the whole game and you divide your research points amongst those groups... UGH. That model is terrible. Focus is almost entirely removed from research. It just becomes something where you set your percentages at the beginning of the game and then completely ignore it. If on the other hand, we're just seeing the breakdow
I love the artistic style, personally. I think most people don't realize that space games are inherently easy to make realistic looking because it's mostly empty space and spheres. Natural landscapes and people? Now that's hard. Stylized is simply the only way to go if you want to support a wide range of platforms. The hard cliff edges are ... interesting. Probably the issue here is that they don't have a tile merging feature or art yet (i.e. if you have
Camp 3 is pretty close to the "Railroad Tycoon" approach. Resources fall towards where there is demand for them. It's a good (though perhaps difficult to understand) system. That said, if you have 110 different resources, the game just isn't going to work regardless of what camp you're in. Someone needs to simplify that resource chart drastically. Don't make "swords", "axes", and "polearms"... make "weapons".
Randomly generated... ROADS? I wonder what that is all about... I've said it before, and I'll say it again: Please, please, please consider the CivRev approach to road building. Pay a fixed amount of money at a city to build a road to another nearby city. I love Civ4, but even I admit that worker move/worker road gets old fast.
[quote who="Vandenburg" reply="8" id="1991247"]Now for the system, imho it has one strange part in it. What's preventing you to train the paladins for the whole 9 days instead of only 5 days, since they won't be finished earlier anyway?[/quote] This was really what my concern was. 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 s
A couple of thoughts: - The diagram is kind of wrong, isn't it? Training takes 5 turns, but those 5 turns seem to be able to occur sequentially with the equipment acquisition. So, essentially all of those boxes should be on the same vertical line, and the max is what determines the time to create the unit. - I fear this system is not going to create interesting combinations. It is never in your interest to create a highly trained unit with little equipment, f
I've never played GalCiv multiplayer for one reason: I typically only have a half-hour-to-hour a day to play. That's not so unreasonable a gaming period, but the setup issues that come with multiplayer games make such an option impossible for me in the normal case. That said, the Impluse Cloud changes this scenario. If the game persists on the Cloud, and has a "please play at least a turn each day" requirement... Then when I start the game, I can just click the game