Even in many of the games you mentioned (like FFH2 and Civ4), super stacks can still be effective. Consider that both sides have access to these anti-stack ingredients, thus its almost a cancelling factor. However .... if you had an army of mounted untis behind your AOE stack, after hitting each other with AOE your mounted stack could kill them. Another thing in FFH2, which was a real killer, was a Stack of Magical Caster units!!!! Sure, this is somewhat balanced when they are only ma
Tasunke
maybe a mod ... but I would dislike seeing something like this in the Original (or the "good" mods) That being said, its not a bad idea ... for some other game. [e digicons]>_>[/e] On that respect, we could also have "Time Wars" where turns start out very fast, and the idea is to build up your time bank, as well as build cities devoted to increasing your time output, in order to Strategically Use these extra times at the right moment for victory. Maybe
If all your units are trained to use the tech you have, then it will take a long time to build. Some people will use 'cannon fodder' troops with low tech gear, or simply inefficient training. Perhaps you could do "half training" for the same weapon to get 75% weapon effectivness and only 50% the normal Hitpoints. That could potentially sometimes be "faster" or "more cost effective in a crunch time" than fully training your units to use weapons from lower technology. Kind of like warri
Sovereign -> increased loyalty for all subjects (sans Mercenaries), increased loyalty for champions. Increased Prestige and Food production for Capital city. Pauper -> increased citizen morale (if available), increased morale for weaker soldiers (1-5 HP). Increased morale for Citizen Soldiers (if implemented) Beggar (weakness
DISCLAIMER-> Samurai, Pirate, Ninja, and DemonLord are *mostly* serious. The rest .... um ya :) Samurai - starts with +5 attack, +5 defense, +10 Hitpoints, and negative bonus relations with Ninjas and Pirates. Soldiers training time increased 20%, +2 to all stats. DemonLord - Diplo Bonuses towards Demons and other monsters, Diplo penalties towards the Kingdoms (or human nations),
More Professoins/Ect Manslayer- increased morale for troops, increased HitPoints for Sov, Diplomatic Penalties for Peaceful NPCs, Diplomatic Bonuses for Warlike and Malicious NPCs. Vengeful- Sovereign's stats increase as his Hitpoints decrease. Additionally, if the Sovereign is leading an Army, as his soldiers start dying half of the casualties' HP is redistributed among the rest of his army, weighted towards elite units and champions. (or weighted towards the cannon fodder, i
Its certainly not the best choice. However ... I think a moving army of Infantry should be THE way to build a fortress. I mean, building a fortress implies an active garrison, and what better way to build a fortress than to use the garrison for its contruction. However, things that are not primarily military based, like Roads, Walls, and other improvments, should be purely City-based construction projects. Things like anti-personell mines, anti-tank mines, anti-tank barriers,
[quote who="Unicorn McGriddle" reply="37" id="2555962"] Right now, I'm leaning toward a compromise between them that involves selecting three things: first a Birth which narrows your options (e.g., Slave, Noble, Peasant, Artisan, Merchant), then a Field which is an area of work (e.g., Agriculture, Law Enforcement, Learning, Military, Commerce), and then a Career in the Field which is what you actually wound up doing by the time the Cataclysm hit (butcher, watchman, historian, camp follower, p
Just have the Cities build the roads. If soldiers are present "maybe" they can help speed the process. I would rather have Armies build "Fortresses" and assign a certain portion of their troops to garrison the fortress. Roads are optional.
Some additional weaknesses could be a limit on the # of Champions ... in the field of battle?? Or perhaps decreased loyalty for recruited NPC champions. Actually "Mercenary" would probably be a good trait to have INCREASED loyalty for recruited NPC champs and DECREASED loyalty for royal champs .... or even, the physically stronger a Champion is, the greater his loyalty, and the weaker a CHampion is, the less his loyalty. A more magic-oriented trait could have the opposite effect ->
[quote who="kryo" reply="144" id="2555704"] Alexander the Great -> Army with Sovereign is never negatively affected by Supply Lines. Army moves 10% faster, Sovereign gets +4 HP, and +4 Defense. (cant have children?) On that note it might actually be interesting to have a "sterile" weakness--no kids means you can't inherit anything from defeated players, but I'm not sure we'd want something like that that disables an entire gameplay element.[/quote] I was thinking that bei
Yo ... we should totally do a personality test mod!!! xD
Well, I don't think that mundane weapons should have an attack power of 1, unless its designed as such. Training should be longer for more complex weapons, but the weapons' effectiveness should remain the same. Of course, specialty weapons or magical artifacts could require a certain level to achieve full potential. (unlocked at level 5, and increase strength every 5 levels) Additionally, a Bankai type weapon would be unlocked at level 20, and grow stronger with each a
Calebethon and Hiergamemnon seem fine to mee. Think "Celebration"(somewhat) and "Argamemnon"(almost exactly) As for what the Calebethon's History SEEMS to portray, is that the Titans arrived, got their asses kicked, retreated to the dark recesses, and then once the shards were formed the Mages/Mortals got THEIR asses kicked, and the Titans ruled completely for a time. Then the channelers started appearing for a time and took over the world in small pockets, so the Titan's rule began t
I likle the "move as you order" mechanic better, cause then your first moves can determine the moves of the rest of your army. Additionally, people with fewer units/armies are not hindered by having to wait on people with multiple armies moving about ... because they will have already finished moving, and will be doing other things, like tactical battles, or managing an empire. Imagine someone is carefully inspecting 7 cities and 20 settlements, while someone with 3 large cities and 5
Fighting Styles: Bladesmaster +3 attack/+3 defense when Sword is Equipped (can be increased to +5/+5 via quest) Bezerker +5 attack when axe is equipped, 20% increased damage dealt. (can be increased to +8, +30% via quest) Acher +5 attack and +20% range when Bow is equipped (ditto via quest) Ranger +3 attack/+3 defense when Bow is equipped (ditto via quest) Guardsman +5 defense when Shield is equipped ( can be increased to +9 via quest) Fig
Plantation Owner/Farmer -> Bonus to Earth magic (or increased farming) Falconeer/ Lookout -> Bonus to Air magic (or increased visibility of units, improvements, fortresses, walls, and cities) Sea Captain/Admiral -> Bonus to Water magic (or stronger navy) Blacksmith/Welder -> Bonus to Fire magic (or faster/cheaper equipment production) Fencing Instructor/Combat Trainer -> Shorter Training times
Warlord - cheaper soldiers Soldier (rank n' file) - stronger soldiers Combat Engineer -cheaper seige engines, with longer attack range (higher attack/damage) GodKing- prestige bonus in cities Mercenary - bonus with Mercenary NPCs, favorable for NPCs. all bought mercs are cheaper and have full loyalty Champion- stronger Sov, better relations with most NPC champions, some champs will have a "grudge" against you. Bonus for Quests/Dungeons Royalty(T
I did more of a combined Histories. Only the later history is actual professions
Upbringing : -spoiled -nurtured -neglected -Stern, Legalist, Authoritarian parents (Consequentialism) -Stern, Confucian, Authoritarian parents (Virtue Ethics) Family Size -single parent -two parents -extended family Siblings -only child -> gets combat bonuses when fighting in a small army/ dungeoneering -identical twin -> special event later i
I don't know if I have said this before, but I think that if there is two or more players currently in war with an AI (just to give an example) that they can tac-battle with the AI simultaneously. Basically, I think Multiple Tactical Battles should be able to occur at the same time. Also, if there is a Sovereign defending a city, or if there is a potential for a Sovereign to die, then that particular player would be able to decide whether he wants a tactical battle or not. Mea
Yay for hordes of 1 HP civilians equipped with 2 attack and 2 defense!!! Inspired by a Hero. Really this is a re-visitation of the Dynamic Population-City defense mechanism. Such inspired citizens would be as effective as the utility of average equipment. Say there is 60 units of leather available per turn, and 30 units available for steel. Either all citizens have leather, or 60% have leather. OR average the numbers, say hardened leather is 2 and 2, while basic steel is 5 and
[quote who="Cuddlelump" reply="52" id="2555054"]Simultaneous turns, seems the better approach. You should be able to set two sets of times however, first the timer length after the first player ends his turn, and a minimum turn time. That way you know you have 30 seconds, or 1 minute at least for your turn even if another player finishs his in 5 seconds. Of course you could set the min. time to 0, in which case I hope you're the speedy one [/quote] ... I like this id
Well, I think that the road development should only be the job for one city. The city the road is budding out from. If roads are your priority, then build roads with your big cities, to the smaller cities. If other things are your priority then build roads from the smaller cities to the bigger cities. The latter option would take longer ... however ANy of the cities connected to a Road can upgrade that Road. If City 1 and City 4 are connected to Road Network Z, even if City 4 build all/most o
Hopefully the 64 bit was only a loss in having our Gigantic maps with fast turn times. We can still have GIgantic maps, but with the normal slow turns, if I get the jist of it. On that note, can the 32 bit version RUN on a 64 bit OS?