I agree that Dinar and Dinarii sound good. I think Denarii was used in Rome:Total War
Tasunke
Forts are definitely a must have. I must say I honestly don't have a "perfect solution" post about forts right now, as I have done in previous threads about a particular game mechanic. However, I think Forts should be able to be built in Barren/Forsaken lands, and not require revived land. However, I think that after the revived land spreads across a Fort's land, it should be able to be integrated into a city. What I mean is, perhaps The Fort could become the Castle in the inner "Keep
[quote who="CapnWinky" reply="44" id="2570533"]Personally, I think "rigma" sounds horrible. "Gildar" sounds ok but sounds more like a name more than anything..Gildar the Great! I agree with some of the other posters...Gold or Silver sounds just fine.[/quote] Ya see, rigmar is a kind of name that, upon immediate observance, sounds horrible and grotesquely abstract. However over time it grows on you. To the point that, I have gone from puking over the name Rigmar to actually becoming ra
My personal favorite is Florins. However, I also like Gold, Reini, and Aurum I suppose if I had to choose between Rigma or Gildar, I would choose Rigma. Only if its 1 Rigma, 10 Rigma, 1000 Rigma, type of deal. Another option I liked, that was mentioned by some, is Shardii.
Yea, it would be kind of lame for Seige and Walls to "only" confer bonuses, and not actual On the Field Weapons or Obstacles/Defensive positions respectively. Both is probably the best choice. Units standing atop a wall, or within the walls of their own city, should have conferred bonuses (stackable too, so Defending Archer on a Wall gives more bonuses than an Attacking Archer on a wall). As well as these structures also be physical and tangible Defensive mechanisms tha
da-Kremlin shot-up da-Monkeys
@Outlaw, while I agree that your case for prestige is interesting, Housing should definitely be the main factor for pop-caps. However, housing does just that, pop caps. It doesnt mean that citizens will live there. You need some level of prestige for that to happen. If you have lots of food, and lots of housing, then your people may be prone to migrating to better cities belonging to a rival nation. As in, if Omaha had alot of houses, and alot of people lived there for a time, but the
[quote who="Frogboy" reply="26" id="2570102"]Great stuff. Let me try to add to all this: 1. Perhaps we should make food production more like in the original design. That is, food becomes a global resource. [/quote] Absolutely make food become a global resource. This will improve the game in so many ways I will only name a few. 1. Will revolutionize city placement. 2. Specialized food producing Outposts won't be necessary
probably when various Map-sizes are added in (especially the large ones)
and the Kremlin
Then, Thoumsin, perhaps the only Indians that should allow to call themselves Indian are the true-blooded Indus River Valley indians, cause, you know, most of the Modern Indians come from a lineage of inter-marriage between Aryans and Indus. Cause, one of the Aryan tribes migrated from the Caspian sea to India, and that destroyed the Indus River Valley Civilization (they got conquered and enslaved/integrated) and kickstarted the new Caste System of India which transmigrated to the riv
full of Jello
We all live in the Yellow Submarine! The Yellow Submarine, yes the Yellow Submarine. We all live in the Yellow Submarine, all of our life long days!
We all live
the yellow submarine!!
Of course race is important. Hell, politics, Socio-economics, and family dynasties are all incredibly important. Just look at the former Empire of Alexander the Great. After he died, one general took over Greece and Macedonia (The Western World), one General Took over the Selucids (Middle East), and another general took over Egypt (North Africa). The West of course eventually expanded their cultural influence on a massive scale, while the Middle East was, at first, far
I think "American" is fitting as a race. Its like Creole, but far more abstract.
My name is Yuri Alexadre, and I approve this message [e digicons]:thumbsup:[/e]
So yea, I think 10-50% of a Child's stats/attributes comes naturally from when they are born, and that the other 50-90% of their stats/attributes comes from how they are raised. Stats gained from being raised should have a 40% chance to be positive, 30% chance to be negative, and 30% chance to be really good at what they do.
Frankly my dear, I don't give a damn.
Protoss!!! :P
Even though there is only one plane of existence, I hope certain places, like the Calebethon for instance, are smaller mini-maps with at least one level below or above the surface of "the outside world". For instance, a grand castle on the map takes up one square ... and entering the castle, instead of merely be a one-time tactical battle, would be a serparate map, at a different scale, representing the Trek through the Castle Halls. With several potential tactical battles at least.</
Well, I would certainly like to see a pop-up "X baby is born, this is his/her name (you can change their name at this point) ... how do you want him/her to be raised?" And then you decide how they should be raised ... as a Warrior, Administrator, Sage, or Bargaining Chip. Bargaining Chip would be grooming them to be docile with whatever marriage they have Administrator would be possible Prestige and/or Diplomatic bonuses Sage would be possible research bonuses,
[quote who="TCores" reply="50" id="2567750"] Our goal is to avoid abstracting your armies. If you zoom in, you will be able to see that every person in your army is different (even if it’s just cosmetic) to help send home the point that these virtual people are part of your cause. How will this impact the engine and loading these models into memory? I love having individual models for each unit, but won't you hit the 2 gb ceiling very fast or do you have a strategy already to