Sarudak

Sarudak

Joined Member # 2646176
22 Posts 719 Replies 10,270 Reputation

No offense to stardock but I have a feeling there's going to be alot of mods out there that end up with far more interesting systems than the original game. And if I understand frogboy correctly I think that's part of the dream he's working for.

14 Replies 19,435 Views

Fundamentally Stardock would rather make a game that's fun than one that is realistic. You look at a game like Sins of a solar empire and there's little realism in having military and economic concerns be entirely separate fields of research. Nor to I understand why more labs increases how far you can research but how fast. Nonetheless it forms an interesting and fun game mechanic and I believe the game is better for it.

196 Replies 324,860 Views

Games can be strategically deep without complex mechanics. Consider a game like go. The key is to make the choices a player has to make strategically relevant and make sure that players don't have to make a multitude of choices that are NOT strategically relevant.

196 Replies 324,860 Views

Rather than making techs that turn 'grey' research automatically why not have them selectable as specific projects for a small research cost. Say equivalent to the level that it first appeared if you want it to be easy. Or the level it first turned 'grey' if you want it to be hard. This would be similar to my proposal because cutting edge breakthroughs would be somewhat unpredictable whereas the technologies in the 'grey' area are those technologies that are well within your realm of knowledg

196 Replies 324,860 Views

There are already more than sufficient random elements to break the symmetry of this game. Random starting locations. Random resource distribution. Random events. Random encounters in dungeons. Random rewards from said dungeouns. Combat has random modifiers. The more elements you hand off to an AI or an RNG the less the player feels like they are really in control of their empire and game. And the less invested they are in it's outcome. Thus leading to a loss of interest. I believe it is vita

96 Replies 257,784 Views

THe thing that bothers me about this idea is that production equals science progress. There's no trade off of investing into early tech or early expansion because they're one and the same.

96 Replies 257,784 Views

I'm glad people like my idea. I like the situational tech thing too based on starting area and your ingame actions. That could influence what projects your researchers come up with for you to pursue. I think it would be ok if there was some randomness. Like you wanted to research archery and your researchers came up with 3 possible paths say long bows, fire arrows, and barbed heads but they didn't see the path of recurve bows. But it's not ok to me if I say ok pursue the long bow project that

96 Replies 257,784 Views

I really don't like the idea of taking away the players ability to select research. I know there's some realism but playing a game like this is about selecting your own path not having it selected for you. Selecting the research paths you take is surely no less realistic then selecting your culture or the traits you (the sovereign) were born with.

96 Replies 257,784 Views

I have alot of innovative ideas. Although I can't speak to how well all of them would work, personally I think they're pretty awesome. I also would like to see a change to how elemental handles cities. I really don't like it at all. I think my dream is some way to make a hybrid comprimise between the province model used in something like dominions and the traditional civ city model.

96 Replies 257,784 Views

Ok tech idea. What if Techs were divided up into two major categories: 1. Tech Fields - The theory - Tech Fields don't actually unlock specific technologies (except maybe accidentally but I don't know if I'd like that entirely. Research into tech fields is more or general knowledge. It represents your scientists/philosophers/smart guys gathering and recording information, having philosophical discussions, analyzing recorded data on a certain subject, possibly even just teaching people

96 Replies 257,784 Views

Are resources going to have a quantity in game then? So you can have stockpiles and stuff? I hope so. And read my thread if you guys haven't already firmly decided on a system.

51 Replies 95,237 Views

You can also guide a factions path with what resources it has availible. Give Rohan horses (maybe high quality horses). Maybe have special resources to represent cities that train a sort of legendary warrior unit.

145 Replies 96,395 Views

My big question (and my general worry for strongly thematic mods) is how will you handle unit design? The ability to design your own units makes it seem like it would be very difficult to get players to use the kind of units they're supposed to use. What prevents the Rohirrim from forming a primarily infantry based army?

145 Replies 96,395 Views

From frogboy's last journal though it looks like they already have a pretty good idea of how the economic system is going to work.

21 Replies 13,877 Views

[quote who="Demiansky" reply="110" id="2425963"] Lol, sorry I missed it, the way it was worded led me to think you meant something else. Yes, the modding potentials of this method are very large indeed. And as pidgeon mentioned, magic resistances can be made to work with spells and spell resistance too. A spell might have a "fire damage" "box trait" that specifies what kind of damage the spell is doing. Conversely, a unit might have the "fire resistance

120 Replies 592,263 Views

[quote who="pigeonpigeon" reply="108" id="2425810"]That seems like a pretty good solution, Demiansky, I like it. Edit: credit where credit is due. I just noticed that Sarudak had a very similar idea earlier in the thread that I somehow missed.[/quote] Lol thank you... No one took notice of my idea. The key point is I want these abilities to be customizable with scripts. Something similar to like what you can do in Battle For Wesnoth. Because there's no way

120 Replies 592,263 Views