Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

well, probably at least another 7 hours before 1Z is launched, although I wonder if they will choose to delay a further week in order to fix the pacing issues. (and military issues)

35 Replies 68,857 Views

If you do not wish to see the forest for the trees then its not like anyone can show you.

94 Replies 213,493 Views

I was under the impression that you did not need a forge in 1Z, but thats a good idea. For beginning metals (like copper) I am fine with not needing a forge ... however once people start to get IRON ... perhaps a city will need a forge to build things that require Iron?? I'd also like to see a difference between Iron and Steel .... with Steel perhaps being Iron + Forge?? and requiring a certain technology .... although im not sure if you can make an Iron Sword w/o it being ste

191 Replies 605,265 Views

One of the big elements of the 1Z system that I think you are missing is the effectiveness of seiges and pillaging in the new system. Sure destroying a road will only get rid of their % bonus, but to have a city outisde their city walls cuts off all non-self sufficient function. On a different note, people mentioned allowing global resources as long as using those resources increased the time needed to build the new structure. Well, I will propose that the speed such resources can tra

94 Replies 213,493 Views

How and Why does your Sentinel have 17 move!? In any case, you could either make huts cheaper both in time and materials (What I prefer), in some ways this might go hand-in-hand with giving cities more squares to build on. or you could make each housing unit house more population OR huts could be the "Mass Population" Unit, which can hold ... a LOT of people, and increasing tech increases how many people you can cram into your huts/slums. And then Houses

141 Replies 249,717 Views

I think available quests should definitely have something to do with how your empire is faring. Random quests I would not want to take over 100% (maybe 50% or LESS). Whereas a lot more trigger quests (pre-seeded) and of course pure scripted quests. What I mean is, that pre-seeded trigger quests would mean that say you have 120 trigger quests, and 70 of these have been seeded into the game, at a max instance of happening twice during the game. (but only once to a particular player-Usua

8 Replies 8,294 Views

I actually like the names of the Kingdoms. Dred'nir is the only word that is a bit of stretch for me ... primarily because its a title (not a name) and still sounds funny. ( I suppose there is a valid reason, but still)

47 Replies 80,269 Views

I'd prefer Living Lairs to an excess of monolithic events. I suppose "multi-path" layers are similar, and of course most actual "questing" has to be monolithic, but if Living Lairs could really be implemented (I guess kind of like a small settlement/band of independents ... only monsters not people?)

8 Replies 8,294 Views

Oh ... I certainly agree that Sovereigns should usually be used for fighting/adventuring/questing. That is what increases personal prestige after all. I wasn't suggesting that having high personal prestige would "trump" a really good city trait. Let your Sovereign explore and have the City Trait guy be your governor.

46 Replies 16,661 Views

Well, I don't see how food can be "used faster" in the current build, but I see what you mean by artificially adding to the build time via factoring distance from the "Wheel" to the nearest hub. I would just prefer making things more expensive for being farther away, but taking longer also works.

94 Replies 213,493 Views

Yea... I agree that having immediate access to resource should allow for cheaper costs, or something like that ^_^

94 Replies 213,493 Views

Well, maybe "limits" on # of building per city (as well as needed tech) will work without performing abstract limits onto cities. Meaning almost everything has a limit of 1 in an Outpost, while some of the simpler buildings gain slots at level 2, some of the more economical buildings gain slots at level 3, Most all gain slots at level 4, and everyone doubles slots available at level 5. (while high-end buildings gain more slots ... equivalent to the same # slots of a lower tech building ... ak

141 Replies 249,717 Views

Heh ... I was just throwing out some ideas. All the real choices (in such a situation) would become available starting at size 2, and size 5 would be preferred above all else.

141 Replies 249,717 Views

[quote who="Cauldyth" reply="33" id="2585705"] Personally, I think that cities of certain city size should be blocked from building certain buildings Brad stated this as being the case in the OP. In Elemental, a city goes through 5 stages: Outpost, Village, Town, City, Metropolis. These 5 levels matter a lot because many types of city improvements require a certain city level. [/quote] Iwas referring to someone saying that an outpost had an inn i

141 Replies 249,717 Views

Personally, I think that cities of certain city size should be blocked from building certain buildings (or would it be more accurate to say cities of certain prestige values?) However, I daresay that if you have the technology for an Inn, you should be able to build an Inn inside any city you want to. Also, this is 100 years! after the Cataclysm ... and the bonus resources don't actually appear "lively" until it is atop of revived land. Otherwise its just a shadow/Marker to indicate t

141 Replies 249,717 Views

There can always be an "Orbis Mod" of Elemental some-time in the future. [e digicons]|-)[/e] In any case, I am glad that you will be giving the global economy a chance. Even though there is a Niche Market for Orbis Mod, Official Version of FFH2 reigns supreme in MP usage.

191 Replies 605,265 Views

I personally think there are too many moving parts in order to add a "multi-racial" mechanic. To me it simply doesn't fit in to the "game I have envisioned" so to speak ... or I feel that, without another component, it might could fit, but looking at the big picture it seems to not add enough for the added complexity (kind of like how a Game's complexity runs on a logistics curve. You have to "attain" a certain amount of complexity to make it interesting, and then after that point add

17 Replies 62,464 Views

Maybe they have a Permanently limited number of Slots for each "Metallic" grouping?? If thats the case, Personally I think it would be cool. Platinum would be extremely epic during the Prime Time of the game ... then slowly fades as people move to different games ... or rather the status of Platinum slowly deteriorates once the Test of Time starts to sink its inevitable fangs (fangs that are most likely to be enforced by Microsoft)

6 Replies 18,714 Views

I'll probably try to mod in as many Random Events (integrated as variant Quests) into my first couple new maps as possible. One could be "Muris Clan goblins are dumping filth onto your lands ... reducing global food by 3. You must track down and eliminate their HQ to alleviate the penalty" Or "Bandit Lord Nietz is found trapped in a cage" Do you (let him free- becomes an independent champion) (press him into service- automatically does your bidding AND loyalty penalty) (public

35 Replies 68,857 Views

Well, its not that I wont spend many hours to obsessively learn to optimize the economy at a whim each turn (eventually) but I would rather have a playable game with good multiplayer than an elitists game (when it comes to economy) Honestly its not that I hate complexity, its that I hate economy "nuts" and economic (WWII USA-like) advantages the most. I like for warfare (or rather the tactical battles) to be extremely complex, easy to understand the key concepts (like move forward) an

99 Replies 134,412 Views

Unit upkeep is not exponential (or even arithmetic sequence) ... it is simply linear, and will probably even get *cheaper* as tech increases. City upkeep is Arithmetic sequence however, and will probably only get more expensive as the Cities get bigger (city size) + more people.

6 Replies 5,744 Views