[quote who="Asharak" reply="2" id="1933283"] I'm unclear if this is already your intent but I'd like to petition that you don't "hide" those extra factors too deeply. If the main city screen says "9 turns" to build a unit, a tooltip or other second-level screen should make the various components of that time visible so that I can consider taking any action to improve the situation (e.g., changing a caravan route or researching a technology that improves plate mail forging speed, etc.).<b
McCracken76
Well I don't see why it couldn't be done. Example 1 is just an example of any smithy, though the devs may decide to force the player into picking more specialized forms of a smithy (like having a Weapons Smithy versus an Armory). As for Example 2, that depends on what materials are going to be present in-game. For instance, the Civilization series forces players to just get a hold of a source of copper in order to produce bronze weapons rather than having tin resources as well. I thin
Oh I'm in for sure... just as soon as I figure out what my permanent address will be (applying for grad school is fun). But yeah, I'm in it with the rest of you guys and gals. Cheers! [e digicons]:beer:[/e]
I agree with everything that's been said about an emphasis on water travel versus overland. Hell, entire empires have collasped or been forced to give up huge territories just because they weren't able to keep up the infrastructure needed to supply cities that weren't based on navigable waterways. It ought to be the same in E:WoM, especially with how training units is done. For example, if I have a city located on a river delta that I've built to focus on developing, let's say 'mithri
[quote who="Spartan" reply="12" id="1932163"] I believe it would add a great deal of strategy to the game play. For example a player could be a caster whore and horde all his power for those finger-of-death moments if they chose or conversely one may distribute his power via enchanted objects to his units to create an immensely powerful can-o-whoopass army but the avatar remains relatively weak.[/quote] Exactly. This is the trade off the devs have been mentioning in the early pre
Definitely the best news I've heard today. Now we get to sit around and speculate about what six factions make up 'Men' and what six make up 'Fallen.'
[quote who="GW Swicord" reply="6" id="1928880"] what I see possible is that high level units might be restricted by your "home" race, since the dwarf hates dark elves you wouldn't have access to the best dwarf units or you could perhaps raze the city and build a dark elf one This "mixology" is one of the things that I really liked about MoM[/quote] Hear, hear! I agree that some level of 'mixology' should be present within the game, especially since it was a part of MoM and t
Well, it has been likened to Spore so hopefully it'll be just as intuitive and user friendly. I'd really love to be able to re-create some of the races from MoM if not improve them (looking at you Gnolls and Lizardmen...).