As far as early blitzkrieg, I would say to give cities natural defenders along with associated (new) techs. You could still blitzkrieg (potentially) but you'd be required to heavily forestall any economic development. For instance, for each city level, the city gains 1 defender. This defender is equipped based on a budget (based on city level and buildings) versus resource cost of all available/researched equipment (so that defenders wouldn't just instantly get the best
sagittary
[quote quoting="post"] So, how to combat nostalgia? Unit abilities (sorry, couldn't resist). No, I think the only way to go about doing this is by using scale, and large proportions of it. Throw mana around like it's desalinated water. Change pigeons to dragon-pigeons. If the player is zoomed in when someone throws a fireball, have the firespray or ash hit the camera. Allow over-the-top power levels like in the Dragon Ball series. Charlie has a broken arm? Give him an enema.<br
[quote who="feelotraveller" reply="38" id="2826521"]The best use for DC is to get better trades by NOT trading it. The AI exploits the silly human by getting them to spend their DC! [/quote] In virtual communist Rus-... Empire, AI exploits you?
Perhaps there is a city-wide penalty to many things. The conquerer may build a special building (that must be researched). This building requires a decent upkeep of gildar per turn and also requires a decent number of specialists (say 5). For each specialist, the penalty is reduced until the penalty is completely gone. In effect, you'd be trading people and money for 'other stuff'.
Empowered Channeler: The Sovereign produces +1 specialist slot per level/2. Odd levels, the Sovereign produces +1 food. Friend to All Things: When defeating a neutral monster (non-Champion, non-faction) of equal or lower level, the Sovereign has a 5% chance of converting the monster to their side after the battle. Monster requires upkeep. Alternatively, some sort of standard neutral monster based on Soveriegn level. Corruption of the Titans: When defeating a neutral
Harley described the spending of DC well as well as why having an abundance can be beneficial (I've been able to slack on military due to outpacing everyone else in DC). It occurs to me though that perhaps some of the tangled web over DC also comes from the resource in which it is gained: Scenic Views. Scenic Views imply that these locations are like Niagara Falls or the Grand Canyon. Places and sites from pre-Cataclysm days that are cool and, due to bein
[quote who="Beric01" reply="26" id="2825502"] I fully support Frogboy's focus on singleplayer. But isn't the ultimate singleplayer experience where your computer opponent seems human? So why the different singleplayer vs. MP? Both should be as close as possible, to improve immersion.[/quote] Not necessarily (and there's no real right answer). You can build AI to be fun and play a role or you can build it to be challenging and play a game. One review of GT
The DC = alt currency = bad is a flawed argument because the same can be said about every other resource. That's, after all, what they are. A standard of quantity. You spend food to get population. You spend units to beaet other units. Every system ultimately boils down to "I pay this opportunity cost for that opportunity advantage". And yes, most things are about exploiting the AI (though not nearly so openly). However, what your underlying argument seems to be is that
In terms of spending DC on actions, perhaps then just assigning DC values to various diplomatic options that are unavailable by any other method. For instance, right now, we have open borders or closed borders. Instead of putting in many more types of treaties for different situations (I only want to pass through for 10 turns or I only want your borders open and not mine), perhaps these sorts of smaller diplomatic actions cost DC. So for instance, when I try to move a u
It varies based on spawned resources for me and what I find in the first few lootables. Usually, I go for a hut and pioneer with a workshop as needed. I've tried playing without an research producing sov and with; both are nice, but the production sov has the benefit of immmediate research. Since currently, AdvenTech spawns things in your city radius (or close to, at any rate) if there's a few gold mines available or food, I may even hold off on a second city in order to 'force' the spaw
[quote who="random_target" reply="6" id="2794481"] Quoting Gaeb22, reply 4Depends on location too. IE: I founded a critically important city (6 resources) in a mountain pass blocking all entry to my nation for 3 other nations. Couldn't get it past level 4 - completely out of tiles. Maybe it's not the mountains. If a resource is in a city (unlike a resource that is in the area of influence but not touching the city) , it takes building space. <
I agree with Gwen and the CPL. It's not spamming itself that is bad; it's that it's the most effective way to play and thus it possesses a sort of snowball effect. You get out 5 cities and benefit. Those push out 5 more cities each and you benefit even more. All the effects in the game and all the victory conditions in the game reward having a city - so there's no reason not to have more cities. You want to beat a guy up? Spam units. You want to cast the spell of making? Spam research and lan
One of the traditional benefits of weapons like spears and crossbows over knights, swords, and longbow is training time as well as a greater availability of population. Maintenance and upkeep are others. I would say, have equipment also increase training time and maintenance as well as cost. Have a increasing penalty with more equipment used (if you use up every possible slot of equipment, that translates into a big increase in time and cost). Require more resources in
More specifically, it's 50 squares (each tile is 4 squares). Most buildings take up only 1 and resources do not use up any. So... yeah, it takes most every building in the game to get close.
As far as modding the game to use hexes (in fashion or another), that I find highly unlikely without something really contrived as square tiles are a basic property of the engine (it's how the graphics are set up, how the maps are set up, how pathfinding is based on, etc). Stacks, that might be more doable though I'd still see it requiring some poking at since currently there's nothing at all that only occupies one space exclusively and prevents movement into, notables
I buy everyone I can. The bonuses all stack so it starts to add up. And, they seem to be worth more militarily in the AI eyes. And, if you band them together as a party and with other units, they do pretty well even into the mid game.
The major thing about it is that we don't know how other systems will be tweaked to accommodate. In my current 1.08 game, I'm running at an excess of 140 food after having 17 level 5 cities with my capital having an excess of housing. 125 x 17 slots means... my economy is in even better shape than it is now and I can steamroll the opposition and then instantly build up conquered cities. It also, judging from what little information, still presents a disconnect betw
It depends; I generally toggle based on need and situation. It also depends on the clarity of the visuals - if it's hard to determine spacing and such, grid on tends to be the default.
[quote who="Lord Xia" reply="3" id="2785023"]Really? I know the Egyptians and some other really ancient cultures did that, but I thought the later civilizations married cousins, not sisters. [/quote] The English royalty did it. A lot. Most of the modern day royalty (the majority of which has roots in England) are the results of such. Several other groups did it as well - a slightly more modern instance would be a fairly prominent wealthy family of bankers and
You can't build on beaches (other than the harbor). I imagine the sand makes for a poor foundation.
Necro much? This is a 2 year old thread. :)
Note that you have the advantage of health and numbers. Currently, I field 12-man squads wielding staffs and minor armor trained at veteran. They're working quite well against both mobs and other armies (last war it was staffs versus axes). And I've yet to loose a unit - at this point, an individual squad at level 4 has something like 150+ health. A stack of 6? Yeah, maybe I'll loose a unit but it's not a huge loss. That means they can do several things: - Survive big hits - U
In designer terms, Elemental is going for grand tactical battles of MoM gather than grand strategy of Total War. What that translates is that while you will likely not ever field armies of divisions comprising of hundreds or thousands of people, you will be able to field an army of heroes comprised of dozens of units.
[quote who="Gabriot" reply="10" id="2785876"]Thanks for all the info. I'm a little slow and understanding it still though, so let's take the following example: City A has 1 farm. City B has no farms. I create a Caravan from City A. I just send it to City B and leave it there. For the rest of the game assuming nothing changes, does City A still produce 1 farm worth of
[quote who="Terraziel" reply="13" id="2781903"] I think my best haul from an initial spot, sufficiently "bad" that i thought about taking a screenshot of it was...1 air shard, 2 gold mines, 1 fertile land, 1 apiary, 2 lost library, 2 arcane ?whatevers?, they were just in a square around my sovereign, the immediate thought is sort of "Yes!" until you realise that means that it is a terrible place to build a city because there would be no space to build anything.[/quote] <