Maybe. On the other hand, I think that players often sell the tokens for gold instead of summoning them. The tradeoff is thus whether or not to use the summon right away, when it is presumably still useful, or to sell it right away for useful money. I don't think they're meant to be anything that sticks around for a long time.
Andrew Meronek
Another interesting tradeoff might be that such buildings that improve militia are only available to be allowed after city level-up. Instead of being the blacksmith, armorsmith, or weaponsmith which confers the militia abilities, it might be various kinds of quartermasters. Having to choose between a beefed-up militia and a bank makes the decision a bit more dire. Thus, strategically a player could choose to make a city more defensible via militia upgrades if that city is at a choke-p
[quote who="Lord Xia" reply="11" id="3107754"]"Militia" should be crap. I wish that armorshiths gave my militia chainmail and shields and armor smiths gave them maces. Chainmail and maces sounds like the highest form I would expect out of my city guard, realistically. Unarmored peasants with magic hammers, not so much. [/quote] Probably a good idea also. This would also serve to further differentiate the magic weapon research from the warfare weapon res
Have any of you ever played an older game called "Stars!"? There is an interesting lesson to be had especially with this game regarding differentiating races. In Stars!, races were so customizable that the playstyle that a player chose was just about completely dependent on how they designed the race. Stars! was (and is still played to some extent) a bit too number-crunchy for most people, but otherwise it was a pretty good game. And it's a great example of an extreme end of the spectrum
[quote who="Tasunke" reply="8" id="3107710"]Quoting Andrew Meronek, reply 6Do militia units which happen to equip stuff which would normall require iron or crystal end up pulling that resource from the resource pool? I would prefer for militia to be a viable defense tactic, not a drain on resources. Arguably if one militia unit dies, the same equipment could be used for the next round of militia. Therefore I think what they are equipped with should be based/limited on th
Nah, just use your sovereign plus your army units for tough battles. Sovereigns never take injuries, so the risk is a lot lower.
Do militia units which happen to equip stuff which would normall require iron or crystal end up pulling that resource from the resource pool?
I like campaigns, but for a game with an engine like this one, I think that independent scenarios would work better. Follow the model that the Civ games used: a sandbox mode that takes the player through history, or independent scenarios that engage unique rules and objectives. Thus, if there is a specific story to be told in the game, it needs to be told in 'sandbox' mode. I think of how Alpha Centauri did this, and of course the Civ games do this, too, through retelling the
Ah, recruiting special units. I guess that makes sense, seeing as how I haven't had a game where I managed to get both a diplomatic resource and special unit resources at the same time yet. Bad luck, maybe. As the game is right now, then how would one use diplomatic capital for defensive purposes? If I don't happen to be able to recruit darklings, what can I do with it besides trade it for gold to pay off aggressive nations? IMHO diplomatic capital should be useful whe
I think that diplomatic capital is a rather confused concept. The AI respects it, but for no apparent reason aside from it being called 'diplomatic capital.' In my humble opinion, it either needs to be removed from the game, or have a tactical function in the game. For example, it could have something to do with religion. Create a 'prophet' unit type which cannot attack or defend, but can, if stationed in a city, provide a small boost to prestige for that city, or
I prefer that it lower stats by a percentage, rounded up, so that once a stat gets below say, 6, wither won't lower it any more. And that will make it less effective the more it's cast, too. Another option would be to have wither become easier to resist as it is cast multiple times during battle. I think that either of those would be better than having it become more expensive as battle progresses. Wither by itself should not be able to decide a battle all by itself, e
Unless I'm mistaken, sovereigns already get a HP bonus. Concerning the randomness of trait selection, I don't think that this is necessarily a bad thing. But, I'm more used to playing games like Dungeon Crawl where I never really have full control of everything going on. I find it refreshing, not annoying. However, that said, perhaps, to more differentiate sovereigns from other heros, it might not be a bad idea to keep the random trait selection for all heroes exce
I think that while differentiation is great, races should not be differentiated to the degree that only one play style will work with any given race.
Crap. Maybe I was on crack when I saw this. I can't get the behavior to repeat. Oh well. Never mind . . . Although, I'm still pretty sure that while conquering a city changes possession of resources, but getting a resource in an enemy ZOC via outpost creation does not. More experimenting is needed.
While this might be great for immersion, how would someone incorporate this idea into custom sovereigns?
Seconded. Great, simple idea.
No, this only applies to changing stuff to your allegiance within your zone of control. Enemies in your ZOC or you in enemy ZOC still does the normal razing when moving over resources.
Call me crazy, but it looks like resources that an enemy builds or is in the process of building, which suddenly end up in my zone of control via either a well-placed outpost, settlement, or a successful city assault, remain the property of their original owners. Until I move a unit of my own over it. I suppose that this is intended behavior, but it isn't clear visually that I'm expected to move units over the resources to claim them, because there is no icon like there is for so
I'm not sure if it would be worth it, but this could be exploited to crank out troops faster while only 'half-hurrying' production: Build the smallest size troop, no matter how big you want the unit to eventually be. Use gold to upgrade the troop size. This is definitely exploitable if the cost to upgrade a unit is significantly less than the cost of rush-building it at the size you want. In fact, this would be exploitable even more in the long run in terms
Another solution is to rearrange the combat tech tree so that learning defense always also boosts offense. For example, let's say that there are separate tech branches for each of: wood arms (bows, spears, shields), animal-based arms (slings, leather armor, bone knives or something), and metal arms. Each would have it's own offensive and defensive boosts for each tech researched, and some boosts may be cumulative with ones from other techs. For example, plate mail (which wou
Is this happenign with units of every power, or does it happen more with powerful units than it does with weak units?
I generally only imbue a champion OR summon a familiar if by doing so I am still producing at least 1 MP per turn. This means that at the beginning of the game, I only imbue my spouse. I haven't really tried specializing champions to the degree described here; I'll have to try it. I have had success by simply adding a point to dexterity or intelligence to get to the odd-numbered stat that bumps up dexterity or magic resistance by one, then invest everything else in st
Huh? You didn't list Kir Tion in your first post. That's all.
The Empire also has the Kir-Tion's Codex to research which provides iron mines.
You will all bask in the glory and horror that is my quest . . . [e digicons]:cylon:[/e]