It would be cool if a Certain Dungeon or Quest required entering an Astral Plane to defeat some Demon or Wraith that has possessed something or someone ... alot like the relevant "Fade"-related quests in Dragon Age: Origins. The first time that sloth-demon entranced me into the Fade world ... that was quite fun. You can only use your Channeler, or a Powerful Mage, and its more about spell usage and Transformation (transformation was much easier in the Fade) than actual melee combat. W
Tasunke
It would certainly be interesting to have alternative options for using a newly conquered city. Either simple occupation, in which you get small losses of city population (larger if seige was used) and small plunder gained. Loot/Pillage, and Enslave are similarly equal in that they give alot of money. Pillage gives alot of money at one time, and Enslave gives a decent amount of money over a long time, as well as either A) temporary increased pop growth for your nation or B- the ability to sel
Hmm, I see. Yes that post covers all of the non-small scale options. Im sure there will be options to take only a small group on a Zoomed out Map if you want to, as well as to personally fight the small-scale battles if you want to. These small-scale ordeals will usually be the *most* fun if you actually have any Champions or Heros available to fight in the small-scale battles. In addition, small-scale battles can be the result of Espionage-type situations, or Alternative completion of quests
Well, it would be nice for Heroes to have their own loyalty score, and perhaps their own initiative score. Loyalty woud effect their chances to get Bribed by the enemy, defect, or Withdraw from combat without orders. The higher the loyalty score the less likely these things will happen. Usually these things would never happen under normal circumstances anyways, unless the Opponent tries to use Money to bribe them, or Domination/mind magic to make them defect, as well as Diplomacy to t
[quote who="Ratya48" reply="5" id="2531558"]The thing that interests me the most is the thought of capturing and holding creatures to research bonuses against them. It seems very realistic, and an awesome (and by awesome I mean highly unfortunate) event would be an escaped creature. For a spider it wouldn't be a big deal. But imagine if your Archdemon just escapes. Bad news. Also, this idea (the OP) allows for more cultural flavor for each faction. If you live near a dark forest sw
I was under the assumption, again, that one Size 5 city, say if it didn't build any new buidings, and was simply using upgraded versions of the Size 4 buildings, would be about 2-3 times better (or more) so with new buildings, ect, efficiency could increase to 5-6 times better for a specialty (or more) and then assuming, as I have in previous post, that a size 4 city is about twice as good as a size 3 city, but then add extra buildings and it goes to 3-4 times better.
Well, regarding to WildBoarPie, that is kind of the point. The one exception is that part of the Idea (in my opinion) is to limit how large those "many smaller cities" are. And another part of that idea is that size exponentially increases the usefulness of a city. If you were to simply try to farm the land ONE city has acess too, and if its GOOD land, I think it should only allow that city to grow to Size 2, and if they farm excessivley (say 50% of the city's land or so) they *
moving along .... double post
One way to avoid densely packing your settlements would be to allow one settlement to build a good number (2-4) undefended farms a tile or two away from it. In this case, the whole *area* would be dedicated to farming, yet only controlled by one level 0 settlement in the middle of it (or level 1??). Now, such a set up would of course not allow these undefended farms to be properly protected, nor would the Level 1 settlement be allowed to grow beyond its housing capacity, and most likey the se
[quote who="seanw3" reply="132" id="2547231"] ////3. I would like to see automatic upgrades have different options for their resolution. Example: Your House+1 gets upgraded automatically at no cost once the tech (and/or whatever other prereqs need be met) gets available IF you have also invested in Quick Building (or whatever you want to call something, be it a Governor or be it a Tech, which gets you that bonus), otherwise, they upgrade automatically AT COST X (cost might be reduced by
Im not saying to get *rid* of the prestige system, merely to control popluation growth strictly using food, and the rates of that growth, as well as distribution, to be connected to Prestige. I don't really see this as a removal of the Prestige system, and more as stricter tie-in of the various roles (housing, prestige, food). If you have alot of excess food and housing, THEN your population growth will either eons slow (little to no essence) or so mind-boggling fast that it must be due to th
Both kinds of spells seem like great uses for both Defensive Spells and Ambush-Trap spells. One interesting decision will be wether to use an Initial Investment of Mana, a Permanent Investment of mana, or a *pull from reserves* motiff. Initial investment of mana is very powerful, as you would be able to set up an infinite amount of defensive and Trap-related spells as long as you have enough turns to sit around and cast them, with no other current use of your mana. Per
I think one thing to be said here is that Only a Couple CITIES (with the really good buildings) plus a spamming of tiny settlements (outposts of 50-100 population or less) is kind of what we WANT. yes? The more CITIES you have, the far more research and production and prestige your empire will attain. The BIGGER your cities are (more pop) the more research, production, and prestige. Its not a linear factor, 2 cities of 250 citizens are better than 5 cities of 100 citizens. 1 City of 5
I think one thing to be said here is that Only a Couple CITIES (with the really good buildings) plus a spamming of tiny settlements (outposts of 50-100 population or less) is kind of what we WANT. yes? The more CITIES you have, the far more research and production and prestige your empire will attain. The BIGGER your cities are (more pop) the more research, production, and prestige. Its not a linear factor, 2 cities of 250 citizens are better than 5 cities of 100 citizens. 1 City of 5
Oh, the graphics are fine for me ... the interface is initially confusing however. The interface is doubly confusing (for me) on the Demo because im not sure what I CAN and CANNOT get in the Demo vs the Real game, so its HARDER to find those features that im missing out in case im assuming (eh, guess its only in the main game). Therefore, I would like some help as to what all is possible in the Demo ;)
Also the ability to build Military Forts or Mining Station's as a separate entity from a City ... able to be built an indefinite distance from cities, but with an appropriate distance cost. I would say the distance cost would be some combination of Immediate Resource Cost + Time it takes to build, so a Fortress 50 tiles away would take 10 times as long to build as a Fortress 5 tiles away from a City. Forts could upgrade to Castles, and then to Citadels (maybe) ... however they would b
Yea ... I have an edar on my Laptop's Background.
Which spells are more useful and which ones are less useful, and how powerful are you allowed to get on simply a Demo?
Its not arbitrary if the area is smaller!!! Im not sure how you can say "entering a cavern" is arbitrary, and then you give a highly extrapolated work-around for dismanteling the ENTIRE MOUNTAIN stone by stone by laborers and magical means as your "morale/logical reasoning" that it makes no sense to have to enter the Cavern on the basis that its too small ... cause in your mind you can simply blast a giant hole in the mountain, or carefully dismember a Mountain or Castle ... all as el
It makes PERFECT sense. Think of a map 100 x 100 hexes, only the Chasm's are only 3 hex's wide, and there are strange restrictions like only 3 units per tile or something ... Or to go SUPER crazy, only one person per tile (doubtful, but probably like, u can have a squad on one tile, and a hero on another tile type of deal). Now, on a normal battle I wouldn't want tiles to restrict movement at all, but on these small maps, essentially I would want the soldiers to be LARGER in PROPORTION compar
I bought mine in October and will have to wait until Next Month to play te Beta. however, due to a miscommunication I had thought that "Beta2" was coming out at the end of November, so for a little while my hopes were quite too high ;) However, Its possible that I might not start testing until Beta 3, I guess for me it depends whether the Multiplayer in Beta 2 will be at all competitive or strictly Exploratory. Sure pong doesn't have good graphics
As far as the small areas, maybe you can only take in certain unit sizes. So, for instance, you happen to have only legions with you, you might could only Enter the Cave or Dungeon with Companies or lower (about 10 units or so). So even if you have a huge army, you would have to enter the map piece by piece ... and therefore targetting the player audience to WISH that they had a small band of highly elite soldiers to acompany a Hero on a Dungeon Crawl, as opposed to sending man
As far as the small areas, maybe you can only take in certain unit sizes. So, for instance, you happen to have only legions with you, you might could only Enter the Cave or Dungeon with Companies or lower (about 10 units or so). So even if you have a huge army, you would have to enter the map piece by piece ... and therefore targetting the player audience to WISH that they had a small band of highly elite soldiers to acompany a Hero on a Dungeon Crawl, as opposed to sending many tiny
Hmm. You should ALWAYS worship the Edars. So yea, get on that. ... Now. ... NOW!!! :p
@ Onamostikon The OP clearly stated that available upgrades would be automatically applied. This is to optimize/simplify city development. Essentially its automatically turning all your Longswords into Longswords +1, and later turn them into Longswords +2. Or rather, in the case of cities, its House turns to House +1, turns to House +2. This is primarily to lend attention to other, less tedius parts of the game. Assume that every time you gain the tech for House +X effieciency