Sethfc

Sethfc

Joined Member # 2827880
11 Posts 259 Replies 530 Reputation

Um. Onething Female heroes ARE IN THE GAME. Don't whine about it without actually looking it up. and Two, In the medieval ages women were KILLED for fighting most R.P.G's take place in a medieval esque time frame so in games like total war and knights of honor ETC. it makes sense that they wouldn't fight as those games are suppost to *for the most part* be based on reality. Now i myself don't mind females fighting as they h

26 Replies 114,366 Views

Yeah Tasunke only meant the magical 'Demi god' like SOV was a good gov because of his power and knowledge and the fact that he doesn't die of age. Oh and he's the emperor/king so of course he should be better at govening then nobility/champions.

46 Replies 16,543 Views

Yeah i agree with Tasunke. But also make it similar to galciv but more roleplaying so that gov's can be told to automatically manage cities in a certain style or freeform and they will auto construct and build up that outpost. It takes away micromanagement for those that CHOOSE to not want it. I believe Tasunke supports this I'm just pointing it out to ensure it gets said.

46 Replies 16,543 Views

I agree with soulfire but i also believe forts/castles should spawn 'Patrols' based on their garrisoned commander *its determined based on a skill similar to city Govening* and these patrols should attack bandits monsters and even harass enemy forces. Also the presence of the fort should be able to cause attrition if its commander has certain skills like gurilla tactics or scouting forces garrisoned in the fort *as the scouts will go out at night and burn camps steal food etc.* this would mak

89 Replies 138,487 Views

Points is stupid to use to measure victory. However we could make it like in Galciv 2 Random 'Epic' events can switch the tide as in lets say. Your losing to an huge and powerful kingdom of men which is good. You are a death mage or at least have talent in dark magic and are an empire. In response a new spell/tech opens up to begin utilizing Disease/viral warfare to infect armies and cities causing people to wither and die from a plague your peopl

19 Replies 7,153 Views

Well wouldn't it make sense if they did indeed fulfill material requirements in cities nearby but if it was done on a local level like as in. If a citie close by has multiple workshops then the new outpost/city can get more production as a bonus because of importing it in for the project so their Work/Manpower for the project remains the same *and therefore production is still somewhat slow* But the material work and requirements for things you could import is reduced t

94 Replies 213,162 Views

Yeah Frogboy it does apply to local too there's no reason to not have a local system that functions similar to how me and tasunke have been saying.

94 Replies 213,162 Views

Agreed with John abit but also we could add in attrition along these structures based on their garrisons.

89 Replies 138,487 Views

Well their adding in govenors so perhaps we could have a system of nobility so you can tell gov's to manage their own city? then based on their personality etc. and the style you seem to favor they act a certain way?

46 Replies 16,543 Views

Eh I think we ought to have a slightly more complex economic model as i said earlier. The only compromise i settle for is that it can be done automatically. Or have it as optional altogether. But still i perfer a more complex and logical economic model that allows greater management and more awesome features.

94 Replies 213,162 Views

Yes there we go you get it. Tormy To Tridus and rising legend Thing is Global resources means its Instantly there and everywhere and always available just because the road connects. Local means it must be transported and takes time and has costs associated and is more dynamic it also means you can trade resources locally with Other kingdoms cities in a more realistic way. Also it makes sieges different as

94 Replies 213,162 Views

yes but even then if it is connected you need siege to stop that connection and how long does food take to arrive on the network? caravans and villages farms and infranstructure fix this issue.

94 Replies 213,162 Views

Well you could make it so it slows down armys provides attrition *the enemy can leave their fortress burn your camps attack you etc. and harass you untill you confront them* and they can choose to intercept you should you try to move through the area 1-2 tiles around the stronghold therefore allowing them to block movement but making it realistic.

89 Replies 138,487 Views

Drrob somewhat agreeable but it should be abit more complex as economics play their role. And if you don't want to deal with complexity you could turn it over to your 'nobility' A.I which can manage trade and economics.

94 Replies 213,162 Views

Well you could make it possible to have rebellion if a meter/gauge of Oppression/happiness/order falls to low these 3 factors are like to say Oppression is an evil form of order which reduces city maintenance when it reaches a heightened level. Order being the same way but with more just and fair ideals oppression would build a tower and guard and oppress and execute criminals, Order on the other hand would build a social court and give people trials etc. as well as setting up charitys to get

46 Replies 16,543 Views

Well they could make it so its based on a mixture of your populations natural attitude *Evil people should have less maintenance as they obey gov easier and good has to appease the populace* Whereas Good people tend to have efficent and rightious people whom want to help eachother therefore the building of special buildings for alignment could be used to lower maintenance the courthouse/Social court *a court where one has a jury and is not guilty unless proven so* for good players would be us

3 Replies 4,189 Views

And Achievements can be cool *i hate people whom play Only for achievements but still* I like it when achievements unlock game content and stuff as it gives you somethin to work toward.

21 Replies 8,790 Views

Agreed frogboy if you look at my posts *not trying to insult you or insinuate you don't listen* i agree with this as selfsustaining cities are fake. I hope we can implement a somewhat complex economic system. But it is up to you afterall your petproject and whatnot. By the way thank you for even coming up with this great idea for a game and revitalizing my love of Fantasy strategy *I even broke out my old copy of Age of wonders to play while i wait on the next beta*

94 Replies 213,162 Views

I agree if you look at my other posts i want to be able to build tradenetworks and forts and towers etc. and guards that Auto travel the road. It would allow us to defend ourselves better *as we would have the extra army of the patrolmen* Castles could have commanders *same with forts and towers* that you appoint just like the city lord/gov that's skill level determines the garrisons natural size and strength castles would cost alot of upkeep with larger garrisons but t

89 Replies 138,487 Views

Well the thing is we need a small level of complexity and of economics Personally why not make food into a resource yes that is brought around by caravans from outerlaying villages and farming outposts/communities. Afterall that is realistic no citie makes its own food supply even the great cities with gardens everywhere only provided 20% of their own food supply. Don't make food a global resource make it more of a 'trade' resource where it must b

94 Replies 213,162 Views

I agree with tasunke for the most part. To Taltamar. In the time period these people are in technologically their is NO private sector except for merchants the lords provided all housing in cities to citizens. Also i like being able to control my cities somewhat.

46 Replies 16,543 Views