banned for being an Arboraphobe
Tasunke
getting too many grey techs for free though ... would only encourage universal beelining. I think it should be a strategic choice as to how broad or how specific you tech. I specifically like the system stated in the post. Grey I feel has the potential to unbalance the system.
and I think with proper tactics ATTK/DEF/SPEED can be handled elegantly, and not be dependant on an excess of abilities ... however I certainly think the commanders of the army should aquire a plethora of traits over time which effect his ability to lead armies and his ability to run the state. Many of these combat modifiers should hopfully add bonuses to the combat effectiveness of the units he leads. I do think that Missile Attack should be different from Melee attack, but if the Lo
and yet if you dont get grey techs for free ... it will end up costing alot more to go that same pathway, and you have to choose which techs will be the most expensive to tech ... barracks, or platemail. Which one is better for you to get sooner.
(eh, I would still be Omnipresent and Omniscient though [theoretically]) Good Idea ... stabbing a bear with an Icecicle
I agree that adding places along rivers that are impossible to pass, and being able to build bridges across these wide-zones, and later destroying said bridges to make them impassable again, could add alot of fun. Also, some nifty water magic could flood the rivers to delay your enemy's invasion :D
I think I have heard some-where before that options break the development of a game (even past its initial release) its good to have a fair host of options, especially linked to Map-generation, AI, and victory options, but too many internally game-changing options seem to water-down the "feeling" of the game imo. It would have the potential where your not really certain what your playing. I would prefer the Launch-version to be fairly solid and consistent. So that if I
so Even Smaug, a lesser Dragon, was slain by a hero. With no help from peasantry (other than not immediately dying)
as long as there is a possibility within the engine to create a brige across a 1-tile wide stretch of water/ocean, then FINE BY ME! I can make my own rivers damnit! :P
I think even Non-Orbital planets/planetoids/Hashmaps can still have some sort of Cellestial surrounding, even if its not technically Solar (or galactic, or universal) in scale. Even if the world is just the interior of a hollowed out shell (space bends in on itself) ... there could still possibly be materials that come from say ... anything primal and yet god-like in scale, like a small piece of metal/ore falling off from a disk that hangs in the sky, moving over the sun to create night, or s
To not get lost in emotional discussion, I would like to again state that certain leader figures/proffesional soldiers should be able to give leadership bonuses to lesser units. I think for sake of argument we can use Amount of HP/Training as a prime example. If a unit has 10x or more the HP/Strength then it is considered a "leader" or an "elite" to lesser units. In this fashion, a Sovereign (if significantly levelled) will almost always be considered "elite" to anyone else, and will
which kind of trade? I hope trade routes for Gold Caravans and Luxury Caravans (for more commerce) to be a viable option for interaction with Foreign cities (such could be done within empire, but to a much lesser effect) .... Probably just increasing "gold" and probably DIPLOMACY techs will grant better Foreign Trade caravans, ect.
Yep, Red should not simply disappear after the first time it shows up ( a chance to dissapear, yes, but not a guarantee) instead it should *maybe* stick around for a few discoveries, and then dissapear ... and *maybe* show up after a few more discoveries. This way it is rare and yet not "I HAVE TO GET IT" also its not "eh, I can wait n it will still be there"
exactly Pigeon, this is the exact type of system I like to see being gleaned from this discussion. Militia quality dependent on prestige, numbers depending on population, and activating based on relative "Justification score" once enemy army marches within city Influence range ... for that city. Why do I say Justification score? If you had only conquered the city 10 turns ago, the peasantry would not be willing to fight for you :p
firstly, I expect Mounted units are 2x or 3x as mobile as melee troops. Perhaps units that are some-how especially light on their feet can be trained to move significantly faster ... but even then the slowest mounted units should be at least 30% faster than that. Say ... normal melee units 1 move, speedy melee units 2 move, mounted units 3 move, speedy mounted units 4 move. Eh, this is all up to speculation, but yea. I think an absolute 5% extra fatigue per turn is pretty extreme, esp
Well, for units that are flying or amphibious they would be able to enter the "in-between" of tiles in places of wide water, and I would assume flying units could enter the "in-between" on mountain-tops. Anyways, if it has a tag that it can "enter" spaces of water, (assuming that a distinction is made between crossable river and "wide" river, which would need a bridge/road system to get across) ... and could either select the next square over, or to attack any units in the river. A flying uni
Im curious as to which techs are in the "Diplomacy" catagory. Hopefully it will be family-ties and trade-based, instead of simply relationship modifiers. If its a feasable option in both SP and MP (or rationally thinking AI) I will like it. If it simply allows me to get better deals on tech-trading/resource trading, I doubt I will appreciate it as much. anyone have thoughts on this? (I suppose it is too soon to talk about specifics?)
I do not understand what spurred this Satirical comment ... regardless, while focusing on land battles, it seems IN-between tiles is the superior choice. I only hope that Elemental Engine can handle complex locations of "other" units in-between tiles as well, so that you can have units on a boat, in-between tiles, and it being able to be handled by the engine. I think this is really more of a programming challenge than a strategic one (since strategically one could make intuitive dete
I really like the new research development. One thing on city sizes, is there going to be any need to feed all those people brought in by prestige? Will we need lots of farms dotting the country-side to feed our large populous capital?
Banned for assuming the origin of his impression. And now for something completely different; Cyats drool, Horsies rool.
Good idea, downloading your conciousness into a non-pathogenic viral strain with 100% infectious rate and 0% lethality or function disruption, on your way to omniscience and omnipresence [e digicons]:cylon:[/e]
yea, I think all "bridgable" rivers should be in-between tiles, although I would like for ship movement to be possible in parts, and if not ... having an option to brige over 1-tile wide "ocean" might seem appropriate. And to give those upon a bridge special properties ... like "cramped" and "no cover", but also "increased movement" cause they are on a road.
yea, you could move troops through caves in the mountains [e digicons]}:)[/e] although How one will find these caves/ navigate them/ and how many of which faction can fit through the caves will be another matter. I ask this because I find it hard to do diplomacy if their merchants and statesmen have no passage into the empire. (ergo tunnel roads through the mountains ... but that then negates "impassable mountains" ... unless you have a prince or two on the outside of your cities doin
right ... well that 25% fatigue (or more) is not lost the next turn, it needs a full turn of rest to disappear, and I don't think a second forced march should be able to be used until the first one wears off. Also, it should only increase movement by 50%. Wether this "makes it to the castle" or "back into the city" or not isn't as important as how much movement is to be effected. I don't mind an extra 50% of distance on one turn, but if they could use it (more than once) to co
when is a combat "not" RNG based? In order to have a successful war-game, there needs to be some level of uncertainty Within The Level of Possibility ... we don't want Finland taking over Russia in World War Two(would be sign of a bad sysstem), but either Russia or Germany defeating each other if perfectly fine. I also do not see how adding more attributes makes things less based upon the RNG. I think attributes add to variety ... only if they are ad