Basically you can choose to stay at one city for a time .... but once you build your second city, you should be prepared to city spam like hell, because after you build your second city, spamming is definitely worth it ;) --------------- If diminishing returns is even possible, that would be a good way to do it. So building a second city increases your overall power by 50%, while going from 10 cities to 11 cities only increases you
Tasunke
Well technically its a (theoretical) 50% unrest timer that decreases by potentially more than 1% each turn. Its a 100% racial factor, which decreases by 2% naturally, or more by adding your own people. Basically each turn the city calculates how many in the city are not your race, and that divided by 2 is the unrest factor. Example. Season 1. CityX has 20 Quendar and 0 Altarians. 100% race factor, 50% unrest factor. Season 2. City&
Not sure about option #1. I think variable city sieges could be added in an expansion (or later edition) ... but for now, I don't see the need to siege a City if it has no WALLS ;) (games that normally have this mechanic assume walls in all cases, and you can usually do a makeshift invasion after a couple turns, even though proper seige units usually help a LOT depending on the type of city. Just see Rome:total war and Medieval2: total war as examoples. Elemental i
Basically, it would just require a simple Interface of Name X%, Name Y%, Name C% It wouldn't have to be anything too fancy, I don't think. The total wars did something about "religion percentage" and those mechanisms were far less linear iirc. (Not to mention other factors such as Difference in Culture, Distance to Capital, etc) In this case, Race% is somewhat of an 'inclusion' of both religion and culture. Or at least cult
On pioneers Personally, I am somewhat curious as to "why, exactly" Pioneers are so cheap. I mean yes, it some ways it takes parts of the strategy "out of the equation" ... which I guess is a good thing as we can focus on the RPG elements more? What about just making pioneers EXTREMELY expensive (say, about as expensive as a building), and make them immo
[quote who="Humility" reply="15" id="3124492"]Did anyone try sovereign level up as path of Gover? is that useful? do sovereign had to stay in city to be that useful? If so, how would you level up if stay in city? I know there is a hero building that gave you exp but it's so small and lot of turn to build.[/quote] I've said it before, but I would prefer if Administrative type buildings give free Exp to "Path of the Governor" types. ---------- In t
[quote who="Kongdej" reply="2" id="3124469"]The armor I like the best is from "Fallout: Tactics" (meaby Fallout 1 and 2 too), it would reduce the damage by a set percentage (10% as example) then it would reduce the damage by a set number (say 2-3), so if I deal 20 damage, it is reduced by 10% down to 18, and then by 3, down to 15. This would make armor equally usefull against big attacks and small attacks. Sincerely ~ Kongdej[/quote] Interesting.
But the button is only available when certain units are selected, iirc .... the button should always be available.
In your case, what about reducing all pace settings to "slow/non-existant"? Then building/researching anything would take ages, and you'd be able to just explore/find loot to your heart's content. That and setting the difficulty to easy (or lower if it exists). Then just pick civ traits that help for your defense (like Defender and Unending Horde), and pick Sov traits that maximise attack against spammy troops (such as Fire 2, Impulsive, a
Yes, when the whispers of champions roaming the countryside were just starting to form, during the early days of WOM, or lets just say "the early days" I had dreams of a "Sim Medieval" approach to citizens/NPCs. IIRC this was before "Sims Medieval" came out, so please don't mistake the two ... I haven't played The Sims in a long time, and The Sims doesn't seem to have any sort of integration ... basically nothing any sim does matters a whole lot to other sims (at least as
Well I think the new 'clink' functionality should at least fix some of the mundane problems ... if you are talking about spamming 1 attack units to get a high cost-to-benefit ratio ... :p Honestly though, should I consider it a good thing that both peasant spam and hero stacks are simultaneously viewed as OP strats? ^_^
Hmm. Perhaps some armor should include magical defense. Perhaps, for the sake of balance, normal "mundane" armor has almost no penalties ... armors with only vs Magic armor has almost no penalties ... yet armors that defend against BOTH magic and mundane should have severe penalties ;) (as they greatly protect the unit) eh???
I definitely think you should have to make a choice between Magic and Might. Now, Might based classes should have more Might traits to choose from, and Magic based classes should have more Magic traits to choose from (in my opinion). ;) For instance, Path of the Mage should enable practically all available spell picks to be available before any "might" based trait picks appear on the list.
I used to play with Endless Legion and Mastersmiths a lot ... (much, much cheaper units :)) ----- As for the new traits, well they aren't all out yet ... but the new Slavelord looks pretty cool! I like the ability to train slave units ;) So hmm ... probably my new custom races would be something like Slavelord + X with X being either Master Smiths, Death Worship, or Serpent's Pact
True, but developed navies and city sieges would probably mesh quite well with the game. (as well as Text Based adventures ... ^_^)
Maybe a few should not even be able to ride a mount, but get other bonuses instead (to compensate) Anyways, I don't think we can really go wrong in the realm of champion differentiation. If they are all blank slates, they are completely customizable ... and if they have ENORMOUS branching trait trees, I really don't think more complexity in trait decisions can ever go wrong in this one particular instance (as long as we only have a few choices at each particular
Not just that, but I think dragons are fire immune ;) -> I've thought about stacking some Blizzard scrolls to use for that battle :p
fireball WITH impulsive just breaks the initiative system ... while fireballl WITHOUT impulsive is a semi-mediocre spell at best. ;)
[e digicons]:beer:[/e]
I think Marriage, and a "court" with various offices (to be filled by heroes) ... would be something good for a SEQUEL perhaps, but not something that we should focus on in this installment ;) Making city battles more interesting on the other hand ... shouldn't that be possible? ;)
Is it just me that thinks the Koopa would be even MORE dangerous as a bacterial or viral ooze? :p
I think the initiative system should either be built around encumbrance ... OR encumbrance penalties kept minimal with encumbrance ONLY being a measure of how much you can carry. So either decision A, and 3 different armor types are distinguished by initiative penalties vs bonuses. OR decision B, where all equipment is linear, and having more encumbrance just means being able to have more awesome equipment.
[quote who="Lord Xia" reply="4" id="3122105"]Actually, I do think that there were some troops, I think the Scots, that fought with Daggers and Bucklers. But, I do agree, it doesn't seem like an ideal weapon choice. Knights use to keep them as secondary weapons and when they grappled with other heavy armored knights, would use them to stab in vulnerable parts...but that kind of fighting really doesn't fit with with heroic fantasy fighting. [/quote] This is why
Anything below 1.5 - 2 feet seems somewhat silly on the battlefield imho ... In an alleyway, perhaps. But in battle? One does not bring a dagger to a sword fight ... not unless one puts one's self out of the fight and instead sneaks up on one's opponent. Therefore, I don't see "an army of dagger wielders" as a very threatening thing.
[quote who="Kongdej" reply="11" id="3120426"] [quoting Tas] Either that or 0-25% = 0 penalty 26%-40% = -1 initiative 41-50 = -2 initiative 51-60 = -3 initiative 61-70 = -4 71-75 = -5 76 - 80 = -6 81-85 = -7 86-90 = -8 91-95 = -9 96 - 100 = -10 [end quoting Tas] Thats some insane numbers, would ruin armor even more, as it is I usuall