cleflar

cleflar

Joined Member # 3380149
1 Posts 138 Replies 528 Reputation

If we design units and assign the variety of units to an army, I hope we can still name the army and assign leaders appropriate to the task. This would be similar to the 'Cross of Iron' system: Leaders with traits who gain experience, armies built of units with individual characteristics which also gain experience. You can still name the army, name the units, and give both units and armies medals if earned (perhaps by addind a * of # after their name). You can also add

16 Replies 9,569 Views

Nice ideas, I will second them. Now may I ask a question? Does it matter for the female players what the male characters look like? Do they all have to look like the guys on the covers of romance novels? Would it be good to have some NPCs and Heros look like intellectual males (Harry Potter types), tough cowboy/lumberjacks, humerous/happy fellows, bad-boy Elvis types, etc? Personally, I would like to have my soveriegn customizable. But I don't want him

102 Replies 252,183 Views

I am agreeing with Tormy. Perhaps elaborating a tad. Basic resources, such as stone and wood, ought to be generally available is modest quantities. However, if you control a resource source for these basic items, you have a much higher supply in quantity, and perhaps quality. So you will always have some lumber from local trees, but if you have a nearby redwood forest and a sawmill, you have a lot more wood. You will always have some stone to work with, but hav

105 Replies 291,392 Views

I think that the inclusion (and modding) of various guild/religions/cultures/loyalties would be a very powerful draw for gamers to EWoM. The possibilities are almost endless for those who, like me, are hoping for a subtle and complex game which we can extend for a loooong play time. The possibilites are limited only by our imaginations. I would hope that the 'standard' game would not be too overpowered with the effects of an organization. For example, a merchants' gu

20 Replies 83,234 Views

Very good idea, complicated tactical situations are a great addition to the game. If people do not like them, they can do the 'auto compute results' option (similar to what is in Beta now).

16 Replies 64,360 Views

Spits has an interesting point...in addition to a 'crafter' expert Soveriegn, perhaps another route would be a 'summoner' expert Soveriegn. After learning and developing, this Soveriegn could not only summon pre-designed creatures but eventually (and expensively) learn to create creatures for summoning. In other words, design the characteristics of summoned creatures rather than use pre-defined ones. So if your son was a hero in your employ, you could summon a hereti

12 Replies 8,166 Views

Maybe items produced in a city within the bounds of a fire shard would automatically have a +1 fire attribute on both offense and defense, and the same for other types of shards. Also, if the Soveriegn's natural affinity was towards fire, that might be an additional +1. Research might eventually allow the blacksmiths of a Soveriegn to add more +fire to items they made, and then you might have the enchantments you discussed to end up with a very strong fire based unit. Maybe

12 Replies 8,166 Views

A possibility would be that choosing one elemental for your benefit would cause a weekness in the opposite element. The weakness might not be as strong as the benefit, but may depend on it. For example, if your unit's armor gave you a +4 protection from fire attack you would automatically have a -2 protection from water attack. If you had a +4 fire and +2 wind you would have the -2 water and -1 earth...so you would always have trade offs. fire/water wind/eart

12 Replies 8,166 Views

Perhaps it should not be an issue unless the towns grow to cities of something like 10,000 population or so. If they are in a river valley, make it 15,000. Once the city gets huge, like 100,000, then the population growth rate could suffer and we might see plagues. (Are plagues in the game? Ought to be!) If we have a 10k+ city, though, let heros of other civilizations sort through the garbage dump, perhaps fighting a few rats, and find rubbish that transfers so

15 Replies 16,867 Views

Craftable items 1. On the Soveriegn development (initial) screen, have an option to spend points on crafting abilities. Perhaps a normal soveriegn will be able to do normal magic crafting. If negative points are spent then crafting ability is worse, or even non-existant. If addition points are spent then the Soveriegn could not only craft more quickly but also would be able to craft things beyond the skill of 'normal' Soveriegns. Some of my suggestions he

0 Replies 3,219 Views

Nice ideas. Regardign the buying and selling of equipment, perhaps it would be interesting to have a mechanism whereby you could sell and shop for player owned equipment in market places of towns. Over a long game, one or two centrally located cities might become the logical places for such markets to thiive. If you physically moved the items to this town (via hero or soveriegn) you could them put them for sale on the market at a set price (or use a bid/ask system, perhaps

9 Replies 6,616 Views

Re: experience and levelling to new 'type' I hope that the experience necessary to reach addiional levels is not additive but in at least a exponential function. In other words, I hope that it take a lot, i mean a lot of lots, of experience to get a high level unit. Moving from rookie to regular might be pretty common but moving from regular to veteran might be something that not every unit can expect to accomplish. Getting an elite unit ought to be pretty rare,

3 Replies 27,326 Views

Perhaps influenced by such things as size of the community, food on hand, health of the economy, recent victories or defeats....?

12 Replies 13,906 Views

I prefer Option C. Actually I would prefer a mildly modified C based on the discussions above. If you have the sources of the resource, such as a mirthril mine, then you do have some of the resource enroute to the production point. So if the mine were lost, you would still have mirthril as long as the caravans which have already started continue to their desinations plus some time to use up the stocks on hand. If stocks on hand, iniventory, is tracked...as I hope it

123 Replies 357,444 Views

+1 good ideas. Units which scout the enemy could also screen your own forces from the enemy's view. Information about unit level, equipment and motivation could be unknown at the start of the battle and learned through engagement. Units which you have faced several times in battles, however, may be known in subsequent battles since your forces recognize them.

11 Replies 16,400 Views

Re: Ghosts. Perhaps there could be one spell to resurrect/spawn the ghost of a dead hero and another to bind him to your Soveriegn for the appropriate period. Why two spells instead of one? It might be occasionally useful to spawn such a ghost deep in the territory of another country without having the ghost being identifiable as yours. Whether the other country is a friend or foe, you may have reasons for wanting them weakended or diverted with such

6 Replies 34,665 Views

I suspect that the Goverance Penalties, mentioned earlier by Frogboy, may well fix this problem. It may work like this: Your Soveriegn is able to govern some number of cities, perhaps 10 (just guessing) with 100% efficiency. After that each additional city would result in perhaps a 10% loss of efficiency in ALL cities, so soon a larger nation would crumble under its inefficient government. From time to time the Soveriegn might be able to increase his goverance abil

10 Replies 4,217 Views

Perhaps a coat of arms in itself won't give a bonus, but a bonus could grow over time. If you had an item, the Royal Banner, which you could choose to send with an army into battle, then that banner might accrue benefits over time as it participates in victories. Depending on the odds of the battle, of course. So if you take the banner into a tactical battle wiith the odds significantly against you, and yet you prevail, then the banner may in the future give some morale boos

16 Replies 26,401 Views