[quote who="lwarmonger" reply="7" id="2658818"] But if my nation is close to a lot of metal ore, I should derive some benefit from that. If my nation isn't near some ore, I should have to compensate for that through other means. .[/quote] i dont like this logic very much that implies rng matters i dont want it i dont want luck to decide games luck should just matter in a sense of deriving the right strategy
ddd888
[quote quoting="post"] * Starting areas: I see a big improvement from Beta-2 to Beta-2A related to roaming monsters and resources. Nevertheless, played now several games it gives me a clear indicator that if you don't find any valuable resource next to you - preferable food provider requiring a low tech - it is a clear disadvandage compared to other players. [/quote] yeah i cant stop saying the same atm this is gamebreaking yo
but you mean just automatic gaining of skills based on what the champion did like a "uo style" rising?
i dont see a reason for it, ofc if you put at governing at start he wont be a good fighter BUT thats the OP part having n% income/food/research just with a champion is just OP, if you can do at start maybe then just lvl it till 5-6 then can be governor and not permanent but surely not at start
its a bit complicated but sounds nice
the basic idea is nice but too much OP imo maybe at some level IE a merchant lvl 1 gives 2 per turn (+1 per lvl or something) and at lvl 6 he can be a governor giving 10% income to the city imo he should be PERMANENTLY added, its too easy if you get free money/research and at any moment remove him and fight
[quote who="lwarmonger" reply="2" id="2658475"]But the problem with giving everyone a little bit of everything is that everyone becomes a "jack of all trades" type of nation.[/quote] why? imo its the opposite right now we are FORCED to get metal mines, food sources etc its not a choice, WE NEED THEM with my idea we would get the mininimum need to survive anyway while maybe someone could decide to get cities near crystals and magic stuff if they want to
[quote who="PyroMancer2k" reply="1" id="2658456"]Actually I think this takes away from some of the uniqueness and strategic importance of having those resources. I noticed you put forest in there but they are extremely common and you can get materials even without forest so that part of the argument doesn't really hold up. I understand with ore/crystal though. [/quote] well i wrote forest too, you are right, but i focused the post on mines and food as you saw :P</p
imo there is a problem in the "special" buildings being too much strong and needed you shouldNT rely COMPLETELY on special buildings on ores/forest/crystals and such but be able to "manage a bit" even without the idea to solve it is pretty easy imo small amout of resources available after a high lvl research in every city (ie "uber advanced mining" gives you the chance to build a small mine on normal mountain who just gives very few metal) o
well dunno, its my style of playing maybe i wasnt clear b4 i dont use tab to scroll and actually move al my units i want to "have a look" at my turn so i scroll (in other games, in this i would like to) fast all the possible units to check what i can do in the turn after i saw my possibilities i move them (and ofc if i could scroll between only the units who can move that would be easier too ) for cit
i think there is a number showing it somewhere
yeah i wanted to open a similar thread too what we need absolutely is a next unit *WITH action points left* next town is pretty useless but ok, cant hurt, but the actual tab is only slowing the game and pretty boring
yeah but not every city has a granary in fact thats the problem, early is too much important, maybe some other building to research b4 granary and not needing resources... anyway the point is i agree with multiple gardens was too much complicated and dispersive but right now its just linear and not fun imo you build garden hut and wait wait wait while b4 you had the option to work hard on a town and ma
i noticed with last build that cities are way more stuck with food/ppl dunno if this is intended but imo its a bit too much, i found HARD in 2 3 towns to get them growing
[quote who="MagicwillNZ" reply="19" id="2655580"]I'm a little confused by the constant comparisons to X-Com (not in this thread). While I love X-com... I don't know how literal people are about it. Do people really want to put their bowmen on overwatch? Or crunch action action points to maximize the efficacy of sword blows?[/quote] yeah i doubt it im more for a "faster" style like MOM/kings bounty
[quote who="Slainangel52" reply="17" id="2655450"] Why shouldn't more intelligent use of your resources be able to net you a victory when the odds aren't in your favor numerically? [/quote] im not saying that im saying that tactical should matter for a % but not so high that could allow a completely lost battle to be a victory ofc should allow a 40% chance to be a win or something like that its like in a soccer game, when you
[quote quoting="post"] right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating... [/quote] well tbh i dont tactical battles need to be... tactical but cant completely overrul
[quote who="Stmorpheus" reply="20" id="2655120"]i have to agree with most everybody else, i like a huge city as much as anybody. however, it is just simply useless to build 4 farms that could do the same thing as 1 farm. what i want to see is building that force you to make a decision at some point around 3rd city level. because you can't build everything, you have to decide on specialization or a balanced but weak city. at 5th level i would like to see some uber
[quote quoting="post"] Camp #3: The Merchant Reduced 72%Original 788 x 445 Today we looked at the feedback from here and Quarter to Three and came up with a way that may satisfy both camps and increases the fun overall. 1. Everything is a resource. 2. Resources can be processed into other resources (iron to swords, crops to food, crystal to potions). 3. Resources are sent automatically to other towns based on the resource needs of that