I don't see the update... [e digicons]8C[/e]
Sarudak
No. A decay is an arbitrary artificial limitation that would only be needed if the resource balance was poorly defined. Resources should be in a constant state of scarcity. It takes people working the mines to produce iron. If you are building up ridiculous stockpiles of iron and not using it up then you are not managing your production capacity correctly. Those miners should be set to doing something else or you need to apply more production to the parts of your economy that are supposed to
[quote who="VicenteC" reply="9" id="2425080"] quoting post Resources are finite in quantity (not on the whole map just the amount you have at any one time). One question: resources shipped count to the total you can have at any one time?[/quote] No. There is not limit to how much you *can* have at any one time. There is a limit to the amount you *do* have at any one time. That is the amount of a certain resource you have is always a discrete quantifiable number.</
Um. I was thinking infinite for simplicity... You could also have storage based on city size.
Resources would be distributed evenly to each token the system would automatically attempt to have each token have an equal piece of the total of that resource owned by your empire. (So with 7 tokens of iron distributed each token would get 1/7th of the total supply of iron resource in your empire) This item means that there is storage. The system will try to automatically ensure that each token represents an equal level of stockpile. So if
I imagine there would be a way to give units special properties in battle. (I really hope) So if you wanted to have a giant lumbering hulk of a creature you could do something like add an ability that specifically reduces the rate of attack to say half or one fifth the usual based on the units strength. Or maybe alternatively you could add an ability that divides all damage done to the unit by 5 and rounds up. Both would have a similar effect. Please abilities like this
You know what I think this forum really needs is a button for a post for people to flag it as "Hey Stardock should check this out". Then the developers can prioritize which posts to consider...
[quote who="Frogboy" reply="70" id="2424707"] Ouch, so am I correct in assuming that this means a spearman--- having seen 1000 victorious battles and slain 1000 other spearmen--- would gain tons of hitpoints but still only have 1 attack and 1 defense unless he is upgraded with better weapons? It seems a bit counter to one's intuition to the point of being outright bizarre, even as a game mechanic function. I am not sure how the world's best spearmen are taking out a
[quote who="Frogboy" reply="63" id="2424607"]In Elemental, the tank would win 100% of the time against the spearmen because they wouldn't be able to penetrate the tank's armor. Let's use a hypothetical value here: Tank: 50 Attack 25 Defense 20 HP -------- Minimum Defense roll: 2.5 Spearman: 1 attack 1 defense 1 HP 100 Spearmen
I'm still strongly in the finite resources with a more complex model camp. But I also greatly understand the potential micromanagement issues. So here's my proposal. Resources are finite in quantity (not on the whole map just the amount you have at any one time). These resources are required to build any unit that needs them. Resources are shipped automatically by caravan. Resources are processed automatically
Frogboy! HOW DARE YOU!!! You are done! Finished! You'll never work in this town again! My lawyers will be calling you! I'm filing a suit for breach of contract! This! This is COMPLETELY unacceptable!
Yes please formations. It would really add to the game. It may be hard to program realistically but it would be awesome...
Honestly I think the power and expense of roads is underestimated in most games. The ability to move goods and soldiers quickly and safely over most any terrain is a massive advantage. On the other hand building a road is a massive undertaking and maintaining it requires constant effort. Typically that would mean it's the realm of the government to build and maintain because although it benifits everyone the benifit to each individual party is not enough for a singl individual to justify the
THis screenshot is obselete. This was confirmed by BoogieBac.
As individual units will likely die alot I would really like to have some system of creating battle groups wether they be armies or batallions or whatever. Each of these groups would develop unique characteristics based on their history. Newly formed groups would have no bonuses but battle hardened groups with a long history of battles would have unique bonuses fitted to their history and traditions. New units would take time to fit into a group and wouldn't fully take on the group traits unt
Damage Types... Plz plz plz plz plz plz plz!!!! Honestly I think this game would benifit from damage types like in Battle For Wesnoth. I love that game and the way they have tactical combat modeled is amazingly fun. Not really appropriate to the scale of this game but still some really good ideas there.
It's called a tweet... Lol
I think it would be better if there were some more realistic prevention of the Infinite City Spam. Why did medieval empires not have ICS in real life? Well some places are suited to making large cities and some are not. Areas with rivers for example tended to breed cities. Also there needed to be plenty of room around the cities for farmland. I think this is something that civ games don't do really well because all production comes from cities only. In reality most of the production of raw ma
Frogboy also compared his idea of 'continuous turn-based battles' to something similar to Sins of a Solar Empire.
Read my thread about continuous turn based battles.
[quote who="Raven X" reply="10" id="2401213"] Quoting Sarudak, reply 9The pic you based your argument on is obsolete and does not represent the battle system they are developing. Where did you get that information? We don't know that for sure aside from the small tidbits Frogboy mentioned. I do recall him saying somewhere to "hide" the grid in the picture. We know units will have abilities and we can use spells in battle. What we don't know is how large the unit number can be
The pic you based your argument on is obselete and does not represent the battle system they are developing.
I agree with you that a loving God would never do that, but the bible doesn't actually support the view of hell being a place of eternal troment anyway. The penalty for sin is and always has been death, simple non-existence. Many people mistake what the mainstream churches teach for things actually found in the bible.
I see the quality vs quantity thing as being more a question of initial investment versus ongoing investment. So while training and equipping 100 knights would probably cost alot more that to equip 1000 peasants (they could probably just be levied from the population) the cost to keep an army of 1000 peasants in the field is significantly more than 100 knights. OTOH after the war the peasants go back to the fields and cost upkeep no more but the knights may need to be retained as professional
What if someone having the tech meant you could easily research a somewhat inferior copy to keep up but that you could also research up by spending the full cost (or maybe a little more) to be even with them?