Yorkshire shop? I like it already. Better sell attack whippets and enchanted pork pies, tho.
leeboy26
[quote quoting="post"] The Empire also scoffs at the Civics concepts of markets. Deals are made on the basis of leverage alone. Instead of relying on institutions, the Empire relies on leaders of capitalism to deal with it. Players can build Financiers (until we have a better name, feel free to suggest a better one) who enhance the city’s money making. [/quote] Coin-monger -A particularly skilled merchant can seek to rise above his less fo
Well I'm definately less mad than I was when I tried to replace a car tyre. http://www.youtube.com/watch?v=3bkaVndO0yg&feature=related
Papa MoM dealt with city proliferation pretty well by limiting the settlement size according to the geography. The abilty to build level 5 cities anywhere seems a bit crude to me. As for the initial investment, 100 materials sound fairly reasonable and logical to me. Having the cost increase with every additional city (150 for a second and 200 for a third) would balance city-spam and represent the costs for building away from the capital.
To add Civ IV: Colonisation 's system- -success % out of 100, to the death unless unit has 'withdrawal' ability (cav only). Unit has strength rating augmented by terrain (hills and forest give bonuses) and abilties (ranger I gives +20% strength in forest etc or Veteran I gives +10% strength). Units can heal out of combat, fortify etc. Pros- often leads to some realistic military campaigns esp. considering the AWI setting. Cons- single units only, no battlemap,
Interesting stuff. It's a sad fact that graphics, sound etc has advanced at a much swifter pace than Artificial intelligence in games, or at the least AI hasn't retained parity. I'm confident SD can give us something positively fiendish to play against at the higher difficulty levels without resorting to ridiculous bonuses to the enemy.
Well it's heartening that the Empires seem to have a genuinely differant mechanic than kingdoms rather than simply being reskins. I suppose in terms of troop experiance they're similar to the orcs of the LoTR trilogy- constantly under the whip where merit, age and capability tend not to get noticed very much. This 'powerful individuals' concept seems interesting but I wonder if it means they are minor champions with troop-buffing attributes or specialist warriors like beserkers, shamans etc.
This reminds me- how are diplomatic victories going work? The wiki says you have to allies with 'players of your order'. Bit vague I thought anybody know anything more?
Freddy Krueger was scary for me up until this- http://www.youtube.com/watch?v=XDUl5Ke5jbM then it turned into a differant kind of terrifying.
I'm not in the beta is there any limitations on city size dependent upon where you place it? If not then perhaps a MoM-style 'surveyor' function that is used to determine limits on your maximum pop when you built on certain tiles. It made sense really especially if you built on a swamp or what have you. There are villages around where I live that have stood for centuries but geographical and commercial reasons have meant they never grew beyond a certain size.
[quote who="TarponCrest" reply="86" id="2609951"]I agree Teleporting and Forging custom items exploitable IMO. Though I am not against the whole concept I think it needs to be very limited and giving penalties and steep prices is not enough. It has to be limited to one teleporter gate/spell per player or pre set gates made at the time of the map creation as permanent fixtures that one has to gain and maintain control of in order to use it. off topic (s
[quote who="Frogboy" reply="74" id="2609195"] A lot of good ideas come from the limitations imposed on us though. And just because those limiations are removed doesn't mean we should abandon the idea as being "out dated". We're abandoning the idea because I don't like them. [/quote] Damn, I liked taking the enemy from behind with an unexpected thrust... but that's enough about my average weekend. I liked the strategic options that und
Ironsights and a hardcore mode? colour me interested.
[quote who="Frogboy" reply="52" id="2607656"]I think most of you forget that your opinions are all irrelevant since you all will soon be replaced by your Korean equivalents. [/quote] North Korean I hope. Every sovereign you create has only one template- [IMG]http://img710.imageshack.us/img710/6472/kimjongilg.jpg[/IMG] Strengths- Genius, superhuman physique, weather control, beloved by all. Weakness- THE DEAR LEADER HAS NO W
So Frogboy has started on the AI eh? Well I don't know much about that but if it's anything like the Total War games he'll be finished by tonight.
Part of the confusion for me at least was was that all the Empire factions except the Krax looked the same but with apparently differant ethos. I assumed beforehand that the fallen were all of a dark-elvian type rather than seperate races. Given they were supposed to be created by the Titans I thought they'd have more variety.
[quote who="Austinvn" reply="16" id="2605409"] Personally I think race mixing is more trouble than it's worth - ok, you're a race of Men and you capture a city of Trogs, the new city can make Trog units, huzzah.[/quote] I really hope that you are restricted to a very limited preset range of troops i.e 'Footsoldier, archer etc' for units made in conquered towns inhabited by other races. I didn't like MoM's system of 'capture town->create all their units' as it really took away
Personally I like a good characterful faction with a suitably indepth back-story to help me with immersion; it makes me feel I have sided with an outlook or ethic and can role-play it accordingly. I could immerse myself in a faction I designed, but for some reason I'd rather have a back-story developed by a writer rather than my own head. I like designing my own factions certainly, but not at the expense of stock choices.
Hello. Having watched a few fantasy films recently to get me in the mood for elemental, I got to wondering who would be a decent Empire sovereign. Here’s some suggestions- Queen Bavmorda (Willow)- [IMG]http://img19.imageshack.us/img19/2965/bavmorda.jpg[/IMG] Magical abilities- Pig turning, Turn citizens to stone, levitate enemy, fire bolt. Talents- Baby killing
I would heartily endorse armour and defence ratings (or armor and defense if you want). Having no advantage in lighter armours and quicker reflexes would really oversimplify the combat in my eyes.
I was thinking about this the other day about an occasional serious threat that snowballs and snowballs unless it's dealt with. A rampaging neutral undead horde that cannot be treated with and grows with every victory would take some focus away from the Empires an add another element of danger. Civ:IV colonization had the natives and other europeans to deal with that you could play politics with. Simply facing other empires/kingdoms is all very well, but something that is a threat to
Don't worry, I'll get john to travel back and tell me to spell it correctly. Damned if I'm gonna use the edit function.
Maybe the chaeter was a john titor-esqe time traveller trying to prevent some bugs in the release of elemental. We just don't know.
[quote who="BBSGrasshopper" reply="162" id="2603508"] The warrior and the maiden woke up and it was not a dream after all. And the adventure begins. Anyone want to add to this?[/quote] Then a giant spider ate them both. The end.
I've been trying to get AoW:SM for ages but can't get hold of a copy for love nor money (I tried both).