Level One Buildings One Per Faction Castle Keep: Adds 2 Arch
seanw3
I want to highlight the point about needing more building options in the beginning. There needs to be an opportunity cost to training a million pioneers and militia. That cost should be some one per faction and world wonder buildings that change the way a faction plays the game. A City Keep would take out some training time, but give the city some archers militia in defense at no maintenance cost. Things like that need to be added.
A round is different than a turn. Currently the UI does not make this clear to the user. A round is a set amount of time. A unit can have many turns in one round. Let's take advantage of this. I am starting to agree about need a new mechanic for spells. An arcane stat could be used to determine how long it takes to cast a spell. This would be a simple addition. 0 point of arcane means that all spells take a default of 2 rounds to cast. 1 points halves the casting time, rounded to
I was talking about City Prestige, sorry for the confusion. Getting +5 to City Prestige from a building with high labor costs and a tier 2 tech requirement would allow one city to rocket past expansionist nations. Building it would not be ideal for an expansionist, who needs to build lots of units. Call it Refuge District and either make it a dead end tech or add it to Administration. Of course it would be nice to have Tower of Dominion and Beacon of Hope add +3 Prestige to a capital. <p
Das123 has such a great narrating voice. I keep waiting for him to say during a battle, "That's not a knife..." [e digicons]:w00t:[/e]
Re: Thread Title Yes.
As some saw in my videos, archers are the best counter to stacks of zombies. Adding Crude Bow to the first weapons tech would stop militia spam in its tracks. You would need leather clad troops and wood shields to become pretty much immune to archers. I would say leave the weak trait for the beginning of the game and put conscription in the Civics Tree. It would make sense that a civics minded nation would be able to pump out large numbers of units to compensate for the
We need a Capital cityhub. It is to bland to see my main city look exactly the same as everything else around me. The misty wildlands has the best cityhub. -Every faction needs a unique cityhub. -They need to be visually stunning and very easily differentiated. -They need to start out similar to the normal one and then get epic as they level. -They need to offer some legendary bonuses to defense. This defense would be faction specific: Tarth get bandit arc
This is a good basic strategy. Let me tell you about mine. (Large Map, Challenging World, 2 Factions on Hard, 5 on Challenging, default sliders.) I start off with one large city and rush tech to get prestige quickly. I only build Pioneers in the beginning. Once I have 4-6 prestige in my only city, I start researching techs that let me capitalize on nearby resources. While that is happening I pump out a few spears or staves to tank for my cus
I might actually build one this time.
[quote who="puntarenas" reply="69" id="3092356"]There are great charakter systems (D&D, TBE, ...) that grant special skills for melee chars or even choosing of new spells for magicians on level ups. Inspiration also could have been taken from their class systems with possibilities of class combinations at certain levels. Then dumb the whole idea down but keep the essentials to make charakter building still fun but fit into your crossover game.[/quote] There is so much room in the
This is certainly one way you could go with them. I like the current method, it is simple and elegant. Outposts allow resource gathering without city spam. The drawback is that they are difficult to defend and enable you enemy to use guerrilla warfare on you. The choice between cities and outposts is a complicated one.
I just had a game where Berserker's Ax missed on the second strike every time against a unit with 2 dodge... I posted the video in my Tarth Rising Series.
The saga comes to a close as Gilden declares war on the weak Kingdom of Pariden and Tarth comes to their aid. Fallen Enchantress: The Cold War Ignites
I would preorder if I were you. There is still much flavor to be added, as a tester your influence will help make the game better. It is already alot of fun to play.
Level 2 City Levelup Buildings Rare Refugee District: +2 Prestige to this city, 1 Maintenance. Clothier: +20% Gildar. Unlocks Robes and Cloaks as the city levels. Leathersmith: -50% Leather Armor Training Cost. Unlocks new armor with Leatherworking and higher city levels. Healing Temple: +2 to unit regeneration in this city. Healing Items are s
One thing I would like is some one per faction buildings that increase prestige in the early game. City spam is slightly overpowered and this would be a nice counter to that.
I think we can say that being able to spec a fire mage is a good gameplay feature, but how we have to do it is distasteful. There needs to be staves, magical items, and well scaled traits that bring a fire mage to its full potential. Impulsive doesn't make sense as a Path of the Mage trait.
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[quote who="Aerion Istari" reply="3" id="3092029"] The first turn +10 to Initiative on first round should be purged from the game.[/quote] It should just be made a Path of the Assassin Trait with a level 7 Requirement. No reason to give it to mages though.
I too would like to see the Initiative penalties taken out and some more nuance to the encumbrance system. 25% encumbrance should give units a slight bonus to dodge and initiative. Once nice thing is that going over 100% will reduce movement by one. If you watch my video in the support forum about unit design, you can see that it is possible to game the system by adding all the strength traits, loading a unit with lots of heavy items, and then removing the traits. The effect is one less movem
Yes. You can tell the unit to go somewhere else and it will fix the problem. This is why I thin it is a pathing problem.
That is Albeix.
My Troops have near fire immunity, so it won't be a problem.
[quote who="Das123" reply="14" id="3091948"]I must be really missing the point here, sorry. As far as I can see, Growth is the rate the border increases - not the population growth rate. Or have I got this completely wrong? Grain has no bearing on Growth as such. So the civ techs that give growth have no bearing on how fast the population grows and so has no benefit on the tax rate etc until the city gets to its maximum population. If a city population increases at 1 per