Why do you assume that these factions allow emigration? Maybe it's a "oce you're in, you're in" system. Besides, who would actively forsake the dubious saftey of a town at war to go back out into the wildeness, where it's even less safe. The only Thing I can think of that would cause people to actively leave a city is if they were terribly opporessed in osme way, or if the place was about to be totally destroyed.
Scoutdog
Time for a bit more of an in-depth look. I love the level of detail on the ground! Wonder what the glowy light thingy next to the attack and defense symbols are..... Magic rating? It's also used in the current level field.... is it EXP? Can't tell what any of the buildings are...... considering the large civ-wide numbers o@ the bottom of the screen and the small size of the town, it's probably a pretty recent addition to a larger faction. Bo
/Scout barks @ the stove. This seems like a great idea. I can see a load of different permutations for this: A: You could have life/death-assosciated "objects" that only appear if you rejuvinate with that polarity. Some would just stay dormant if you used the opposite polarity, some would actually be destroyed, and some would turn into something bad. Monsters spring immediately to mind..... This would also be a great way to get heroes. <
Well, costs/production generally keep towns from gorwing all at once, plus some "modules" could be required to build others: doesn't seem so far-fetched to require, say, watchtowers in order to build the walls between them.
I agree. If sophisticated economics could have developed before the Renaissance and beginnings of imperialsim, it had about a thousand years to do so...yet it didn't. Good thought for a later-set game, though.
Lair: A very small, simple dungeon containing only one powerful creature.
Banned for not referring to raiding or raids.
Banned for ignoring the zombie apocalypse.
Oooooooohhhhhhhhhh........... Screeeeennnnnssssssshhhhhhhooooooooottttsssssss.......... [e digicons]:drool:[/e]
Banned for not being the one controlling him.
Banned for excessive beer consumption.
[quote]Most if not all of your examples were not true uprisings of the people, but were carefully manipulated mobs that were whipped into a frenzy by thos ewho were waiting in the wings to take power after the "peasant revolt" had done their dirty work. Not that any of that invalidates your point at all.[/quote]Indeed, it makes even more sense: the "wing waiters" in this case would be the high-culture faction. Still, it could work either way: a channeler would probably allow only his/her most
[quote]There may be some geurilla groups that would fight back but not enough to fight off true military occupation...[/quote]Let me see here..... Vietnam: mid 20th century. Iraq(nearly): early 21st century. America: late 18th century. Mao's China: mid 20th again. Soviet Russia: early 20th. France: late 18th again. Actually, it seems like ideologically motivated gurilla uprisings are usually rather effective.......
Banned for gaining some sort of pleasure from saying the word "Ban".
Banned for banging. Cut it out, people are trying to take naps!
Banned for ninjaism.
Banned for trying to keep people from nosting. It'll be the death panels next, mark my words!
Banned for being subservient to a machine.
[quote]If you have a real military presence at a location then no patriotic farmers are going to stop your mining production.[/quote]That's a rather big "if". A garrison of troops should definately be a deterrant, but garrisons can be overrun with enough dedicated mobs... and that's if you station people there.
Banned because you're supposed to cut down the tallest tree in the forst with that fish, not slap people with it! And where are my shrubberies!
Yes, but that mine won't be very productive if it's being constantly badgered by patriotic farmers, not would it? I think this system is pretty realistic: the only probelm I forsee is that of the steamroller effect (the more territory you control, the more resources you get, which increases the amount of territory you can take, and so on.
Good idea with the terrain effects. I would also like to see units change in a realistic fashion as they age. In Civ 4, I one went a whole game with the same group of explorers isolated on one continent! As the years go by, units should gain magic and wsidom skills at the expoense of strength.
Banned for imperialism.
Your stove works. But you are in jail, and can't cook anything. I wish both sudes of the healthcare fiasco would JUST SHUT UP .
Banned for making a big deal about Strongstar.