[quote]what you really require is a reason NOT to build a city[/quote] Well, what you actually need is a reason not to upgrade every outpost into a full fledged city. Adding a new kind of settlement that does exactly the same thing a normal outpost does, but that isn't allowed to grow or build certain things, just complicates the game and doesn't really add anything. The basic mechanic to prevent city -spamming is in the game alr
Satrhan
A vassal system, exactly. There was talk about a vassal system, and how you would need to split off parts of your kingdom if it grew too big. Another feature that doesn't seem to have made it into the game. Lets hope this is one of the things that gets fixed..
Good suggestions. I hoped something like this would be in the game. Unfortunately city management is almost completely absent right now, and just as trivial.
Agreed. City building is boring and management doesn't go further than deciding where to place your population so that town can level up. This part of the game needs to be expanded a lot to make it more interesting.
There was a thread about adding some form of a militia to do this at the end of the Beta phase. https://forums.elementalgame.com/390248 Frogboy showed some interest, but so far nothing has been done with it. I still hope it makes it into the game, it might make attacking towns more of a challenge. It would also prevent the whole 'city captured and destroyed by a single peasant' issue.
Wow Raven, coming down a little harsh on Frogboy aren't you? Not that I dissagree that the game is unfinished, quite the contrary. I haven't started the game since the fist day I was able to play it. I think I might need to force myself to start it and find the FUN that you and other people are talking about. Nevertheless, we all know Brad is a good guy, and a gamer deep down inside. Maybe after he comes back from his holiday, and had some time to actually play the game,
Agreed, I made the same suggestion a while back when the game was still in beta.
Good post. I have to agree, cities are no fun at all at the moment. The system of noble houses you describe is something that I thought would be in the game in some form, as Frogboy used to talk about a vassal system, and having to devide your empire once it grew to big to efficiently handle. As long as there isn't any indication that the dev's are looking into this, I'm thinking of doing a mod to make cities more interesting. I would like to see some of the things you mention he
I voted disappointed. Not because of bugs, I haven't encountered any serious ones yet. Not because of the UI, even thoughit is a little rough in some places and needs some work, it is sufficient for now. Not because of the graphics or art style, I pretty much like it the way it is. Not because of the setting, I applaud Stardock for doing something different (I still would like some more different factions, but I'm sure mods and expansions will add plenty). Not even because of the campaig
Aw man, I'm going on a short trip to London on Monday. At least with the Tuesday release I would only have had to wait for a little over a day to play the game, now it might be closer to three. That knowledge could ruin the whole trip for me [e digicons]:annoyed:[/e] Probably won't, but still..[e digicons]:grin:[/e] Very cool of you to let most of us here get our hands on it a little early. Now if only I could smuggle my laptop with me, maybe my girlfriend won't notice[e digicons]
Looks great! I wasn't to exited about the campaign for some reason, but this post alone has made me change my mind. I especially like the lack off research, as it just wouldn't feel right in a campaign.
I've had a lot of fun with the Planetfall mod for civIV. It's not a straight clone of Alpha Centauri, but as the creator, Maniac, discribes it; [quote]Planetfall is a mod for Sid Meier's Civilization 4 that uses the storyline and characters from Sid Meier's Alpha Centauri, combined with gameplay that takes the best from SMAC, Civilization, and the modding community. Planetfall will not be a clone of SMAC using the Civ4 engine, but rather will incorporate the Factions,
About a year ago I posted something in another thread on this topic, so shameless self-quote; ...buildable teleporters might be not be such a bad thing, if they're implemented right. Building something like that should be a major construction project, certainly not something you could (or would want to) build near every city you own. Imagine for instance a game on a HUGE map, with several continents, and you are going for a
Is it possible to add some sort of indicator what path an unit intends to take in the strategic map? This would be useful when you send units to a far off location, or through several waypoints. It would also make it easier to see at a glance if a unit is moving in the right direction when you cycle through them, especially when the destination marker is off-screen. Games in the Age of Wonders and the Total War series both have this, and it makes planning a lot easier.
Agreed, doesn't have to be exclusively so, but it would be nice if resources had a strong bias towards being in the correct terrain.
Looks good, can't wait to see what an entire town looks like after you've given it an overhaul[e digicons]:thumbsup:[/e] You lost me in the last paragraph though, what do you mean when you talk about decals? (The only 3d software I've got experience with are some engineering programs for design and simulation, nothing to make pretty pictures). What I gather from googling it, they are 2d pictures you stick to surfaces, like scorch marks, posters and graffiti, chalk outlines, etc...
Agreed, especially the load screen needs some work..
Some great ideas here! I've got a few ideas, I'm pretty sure some of them are beyond what is going to be in the game, but I thought I'd share anyway. There could be a faction trait that makes a larger percentage of the population take up arms when attacked, called 'strongly patriotic' or something. Same thing could be done for the sovereign, give him a talent like 'inspiring' that has a similar effect. Factions could also be 'militaristic', meaning more people have had some military t
Dogpiling is one of the things I really hated about tactical combat in the AoW games. I loved those games, but every time I did it or it was done to me I cringed a little. I mean, would a soldier really think 'Hey, lets forget about this guy with the huge battle axe behind me, I'll just go throw myself at that dragon over there and hope it sprains it's leg when it rips me apart'. I thought it was a real shame when they decided to go with the classic turn based combat, as I new it would probab
Good points, agreed on both counts.
bumpety-bump[e digicons]:-"[/e]
Is there a way to move objects in smaller increments? Right now I hover my mouse over the sliders and use the scroll wheel to change them, but the step size is just to large sometimes. You can do more precise placement when you first place an object, but doing this in 3d is a real pain...
That second tile looks great! The first one is not bad, but doesn't scream 'wild game' to me. But that's just a personal thing I guess. [quote]use it for noble titles and such.[/quote] That's a cool idea. Maybe with nobles vying over the most prestigious cities. Definitely stuff for in the later versions, but still. [quote] As for rural communities, I don't know how I'm going to do it yet. Right now they exist graphically on tapped resources. They'll probably end up mo
[quote who="LeeLament" reply="47" id="2696773"]Now, one player suggested it was wierd to only start up the harbor when you wanted to build a ship. Why is that wierd? Don't we do that in real life? We shutdown things we don't need at the time? Look at office buildings all around us which are empty in this lovely economy? Are they torn down just because they are empty - hell no! Maybe there is a 'restart cost' associated with reactivating buildings as well -
I like your plan! Some thoughts: [quote] Split prestige from population growth and use prestige for something else.[/quote] How about instead off prestige determining growth, have population growth caused by births (I guess that is what you intended), and have prestige determine where those new people will live. If for example you have two cities with free living space