I don't think this should be possible? if it is, it doesn't seem natural, and i feel it will lead to just building the same building in every city everytime, which got so annoying by the late game in GalCiv and Civ
RisingLegend
I really like the research system your planning on implementing, it does sound fun! tis a shame to hear the game won't be closer to the hard-core tho... [e digicons]:'([/e] aww well i've already bought the game [e digicons]^_^[/e]
[quote who="seedrat" reply="52" id="2428961"]Even with SMAC, this method was still only an option, since some people wanted absolute control over the process, but I'd like to see this sort of option available in Elemental as well. It takes some of the micro out of research and gives it a more natural feel. I've also liked the idea of splitting the difference - offer two techs to choose from (based on your emphisis). The one you didn't choose may pop up later, so you're never locked
[quote who="Raven X" reply="2" id="2427975"]I couldn't get into X-Com Enforcer. The FPS aspect killed it for me. It's not X-Com if it's a FPS . Without research and stealing alien Tech it doesn't feel like X-Com to me.[/quote] Oh i totally agree, the beauty of X-com was the strategy. Destructible enviroments and the vunerability of your troops always kept the heart pumping. I agree about stealing alien tech. Showing up to that first
I like the idea of area research Frogboy! i don't know why so many people hate the idea of technology being more of a random thing based on your surroundings as it would be in real life. Such as: 1. certain resources you have (if you have more iron, iron working technologies would have more chances of appearing) 2. other technology you are competing against (like stupored's idea about technologies to compete with "doom fire") 3. civilization traits (if you
I've only played the original, that i got off steam, but let me say that i've never been so immersed in a game! this is exciting to hear about, i just hope they do it justice
I like this idea, maybe little colonies of people would start flocking there but not enough to be deemed a city. maybe storehouses and perfect pillage points would develop in the area. You know, for those of us who want to go raidin' [e digicons]}:)[/e] . Good idea, Raven!
Well Frogboy said something about it being hard to tell how the economy is functioning as of right now. Sadly i have not been able to play a long enough game in 1B to see it for myself without it crashing [e digicons]:S[/e] so i cant say ive seen it for myself. I hope they decide to do something along the lines of "taxes" being transported in caravans to your capital city intermittently (so that they arent out randomly all the time, just going back and forth) and that food will
I really like this idea, NT, it would be neat to see roads curve around mountains, through forests, etc. "hand drawn" roads would seem more realistic in the world as well! [e digicons]|-)[/e] [quote who="pigeonpigeon" reply="1" id="2422617"]And one other thing: I would actually like to see road upkeep and/or construction be fairly expensive. In Civ IV, for example, the entire map would end up covered with roads/railroads - pretty much every tile! [/quote] Agreed! This inf
[quote who="tenchifew" reply="11" id="2421792"]Is it a good read? [/quote] Well if you are into fantasy novels i would most certainly recommend it!!
[quote who="lwarmonger" reply="3" id="2421949"]I have to agree with Rishkith. A robust seaborne economy is essential... [/quote] I second this. I think its important to have caravans that travel by sea and maybe up/down rivers and such. But more importantly, if there happens to be bandits/pirates I would want them to appear from somewhere (like a former hero of a destroyed nation becomes a pirate or troops that routed from a battle decide to go out on their own and
[quote who="tenchifew" reply="8" id="2419487"]This aspect could really shine if done right. I only fear the "done right" part will vastly differ for different people. I try to add my couple of cent. @Rising Legend: Person aging in portraits is important for me also. It does help the immersion and helps to feel with the characters - for example done in "King of Dragon's Pass".[/quote] I wanted to let you know, i've spent the last 4 hours reading AARs about that game and it l
[quote who="Tasunke" reply="5" id="2412388"]I would certainly be interested to know if the family tree ages over time, and how many "World Turns" it takes for a hero/adventurer/noble to age 1 year ... 10 years ... 50 years, and so on.[/quote] It would be interesting. I always wished in Crusader Kings (where they provided an age for your people) that they would show a person aging via the portrait. I never understood how my 16 year old heir who just came of age had a huge beard or
Klaxton is right, the devs have announced this. If your looking for games to try that deal with political marriages in the meantime id suggest Crusader Kings or Knights of Honor. Both games have marriage in them, though both of them kinda miss the mark imo. cuz you have to deal with all the marriages and educations of your royal court in Crusader Kings (which gets tedious and confusing when thousands of kid's names you don't even know start to pop up), while Knights of Honor doesn't really fo
It's always gonna show up in your "My Replies" so noone could ever win this.... Though its probably going to be the post that gets the most responses [e digicons]:grin:[/e]
[quote who="Tormy-" reply="13" id="2408600"]I have no problems with micro. Mats required to build certain stuff [buildings, armors, weapons etc.] is a must have imo. [/quote] Tormy, I totally agree. I think we've agreed multiple times in multiple threads, maybe we're on the same page for what we want this game to be in the end [e digicons]:grin:[/e] Great post Frogboy, really good to hear!! Especially about harvesting the wood and caravans transporting different things, i
I really like this idea, popcornlord! [e digicons]:D[/e] It reminds me of shadow magic. I agree with klaxton that there needs to be a certain level of uncertainty to battles in general in order to keep them fresh and exciting from game to game
Yea I think its important to find out what Frogboy means by it being critical to the background story before we try and come up with other ideas, but if Frogboy ever opens the floor to this I think this is a pretty good idea. Personally, Id like to see sovereign revival incorporated with quests. i.e- You have died. If your people can take your body and throw it into the depths of the Fires of Tarin (a spot on the map) then you will be revived. Im also interested in a horcrux-inspired
I would personally like to see caravans and trading ships used to their full potential. Im not turned off by your proposed system, Draginol, i think that it could definitely work, but at a loss to the importance of international trade. I would see no real point to trading with other nations if i just got that resource, no questions asked... I would rather see a huge abundance of resources strewn across the map, but they can b
[quote who="Tormy-" reply="4" id="2395365"] Agreed...absolutely agreed...Enemy empires shouldn't disappear, just because the Sovereign dies. They should form a new empire. [..or more empires if some cities won't accept a given leader for example.] They should try to avange the death of the Sovereign. [/quote] Glad to see someone agrees with me on this, i always hated regicide in Civ3 because as soon as your leader was killed, all the cities went to the victor. It's just
I suppose its worth a shot, we can at least test with it! Just please dont tell me when a i kill sovereign, all his/her cities will magically belong to me... Or even worse, magically disappear... Edit: Digicons arent working :(
[quote who="Frogboy" reply="9" id="2390951"]Only channelers are immortal. [/quote] I think he's trying to tell us sometimes guys... I just can't make it out, its too cryptic... Someone make an intelligence roll [e digicons]:P[/e]
Hmm sounds interesting, can't wait to check it out [e digicons]|-)[/e] It will be interesting to see how you guys at stardock decide to handle espionage and assasinations. I haven't seen a game yet that has successfully pulled it off, they all seemed to be based on chance and aren't very realistic. I have a lot of hope for you guys though!
[quote who="Raven X" reply="21" id="2390753"]You die and the son gets the crown because he's the oldest...Now you're stuck with a Sovereign you didn't want to play. [/quote] Such is life, work around it. Your son deserves that throne. Frogboy already stated that family members will be playable so you still get to play the youngest daughter, she just isn't the leader of the empire, but you can use here as a teacher perhaps to train other magic users. It provides mor
I loved how a nation in MoM could still go on without their "sovereign". I would like to see a fall more rather than a screen that says "oh you lose". With the implementation of a sovereign's family, I could see certain members with traits like "jealousy" or "power-hungry" (step-children, bastard children, crazy queens, etc.) taking the oppurtunity to try and take control. Maybe some of your cities revolt and become controlled by those family members, but you would take control of your immedi