I think it would be possible, but I don't know the technical aspects. Perhaps BoogieBac could give some insight? Is it possible for River-navigation (or any navigation for that matter) in-between tiles? can those locations be stored? are they purely aesthetic? Will land and naval based movement vary? (navy on the lines, land on the spaces)
Tasunke
I like certain aspects of it ... like Necromancy (super army magic) being locked until defeating an ancient Necromancer/Bonelord, and super-library techs possibly being unlocked (or made cheaper) by holding the Fallen Library. In fact, it makes more since for Education based techs to be X% cheaper as long as you occupy the Fallen Library (30% cheaper?) It'd be kinda neat for Cave lairs/dungeons to have a chance of containing some rare mineral, and so there is possibly a slim chan
rivers "in between" tiles should be able to naturally expand to large sizes close to the river delta, and ships should be able to navigate among a large portion of wide rivers :) Also, if (like I think) cities are going to slowly spread to be larger than one tile (like up to 4 or 5 tiles), then you can naturally have several parts of a city be built around a river. Especially cool if it could be built around a "wide" river (like the screen-shot)
er ... what exactly is your distaste for star-metal? Copernican Solar System? Im not understanding what you mean. I do however know that its just a meteorite which happens to contain use-ful enough metals for combat, and just permeable enough that it can actually be harvested and welded (as opposed to completely industructable). Most likely with some kind of either magical resistances or unique properties such as low-weight (feeling like your wearing no armor at all) ... of co
well, I think starting with 10% less hitpoints(strength), and 25% less fatigue/endurance, would work out rather fine. Of course, those with less than 10 hitpoints would only be effected by fatigue (perhaps 30%?)
u lol'd at my detailed explanation? -_- /sarcasm
Civ isn't really dumbed down strategy. Its more of a pure strategy, with less tactical attributes (since most multiplayer games end up delving into the warfare aspects, even though thats only a small part of the game, there probably should of been more tactical issues addressed) ... regardless, its like 95% strategy and 5% tactics.
For call to arms to work, there will first be an absolute value of militia based upon population (maybe modified by relative/absolute prestige) ... at any time when an enemy or monster enters the influence range of a city, a Muster can be called, or rather a "Call-to-Arms". This will be the basic militia which is determined by only economic factors, and will be a relatively small force (1 out of 10) ... so 100 militia for 1000 citizens. Now, if you are at war with a country, various civic, re
well, the presence of an elite or proffessional soldier (especially a hero or royal family member) could inspire the Militia and Peasant forces to higher (morale? hp? attack power?) ... im sure it would depend, and the most you could get for attack modifier would be +1 ... but it would only apply to militia and peasants. I think this would enable such lowly troops to be some-what cost effective regardless of your ability to wield an all elite army (although wielding an all elite army would be
I agree that in the long run, Stardock should go with what they feel good about.
Schrodinger's Post
rocket surgery! open that shit up! (awesome center redux)
I would prefer that an organic mass of soldiers "unit" is not limited by an angular, inorganic tile system. If there are tiles however, I would prefer hexes.
Im sure there will be a global item bank to store up to, say ... 50 magical items (maybe less). I don't see a need to physically transport them across the globe. Simply if they are equipped onto units, and those units are defeated in battle, the enemy gets those magical items.
I say you have Governors and Generals, only one per city (or army). Traits and Abilities can alter your effectiveness as Either, and Acadamies (menioned in earlier posts) can increase your Administrative traits and your Commanding traits. some Governors give a malus to tax collection but a bonus to farming and mining income. some Governors might have high bonuses in taxes and trade, but penalties to happiness/morale. In ROME there were some traits which made you more popular w
Im not sure using the spearman/tank analogy is wise here, although I do agree that wooden, stone, and copper weapons would do jack ... although I suppose it will both be based upon the material used and the quality of the weapon. Basic Obsidian might not do much ... but Expert-Crafted Obsidian is probably one of the sharpest Arrow-heads you could make.
okay ... then I will be happy to reject this idea IF!!! there will be the occasional tribe of lizardmen hidden in a cave of some-sort (same goes for centaurs and minotaurs) .... and occasionally a small pack of isolated wyverns living in a secluded valley ... to either kill or capture and tame. (perhaps some treasures nearby) I suppose what I mean to say is ... I would like for living dungeons to not only be "places to kill stuff and get exp" but possibly places to make diplomacy with
This could help to balance out relative "catagories" of research, assuming you have a limited amount of space in which to place a limited number of buildings, so decisions need to be made. In this way, it would essentially be impossible to be the best at everything ... Although I think there should be some system where the larger a city is, the more its buildings count towards this randomness ... (or rather larger proportionally speaking), so that a small nation with a 20,000 capital
Well, I suppose if there was a bank of body parts for each pre-existing creature (as parts of the object of "body") ... then if nothing else you could re-arrange body parts of the two or three creatures involved in "fusion" and perhaps have an automatic blender to render the textures to look half-way decent. Then as far as stats are concerned, you have a certain (stat bank) related to the relative power of the creatures, and an HP bar using averaged? combined? HP of the 2 or 3 organizms, or p
you Would be able to upgrade the peasantry with experience ... it would last as long as the war would last (there were suggestions on how to keep up with the experience afterwards, but the point is your Horde Army will still be gaining experience! you only lose experience when you re-settle into a city. In any event, I agree it would be best as merely an "optional" approach to warfare ... perhaps from a culture/prestige/socializer specialist point of view, or rather a more pas
well, it would be regrettable if either production or economy were to equal scientific progress. I would rather science be some-how unique and separate ... although Im not currently sure as to the best way to go about this. Normally, the amount of commerce/money a nation has (in these such games) the more they can research. Sure a good economy could lend to an easier set-up of research, but I would rather avoid a slider to devote X% to gold and X% to science, rather I would want science to be
I'll trade two tomfooleries for 10 anti-cyat guns.
I would like for heroes to have more stats or traits ... especially a dexterity to effect rate-of-attack and range of ranged weapons to a greater extent than normally possible. Perhaps one type of hero works best with leather armor, and another is a tank/ is best in heavy armor.
I'd like to see how "alive" the settings will be ... ive heard wolves and birds. I wonder how much will be mechanically implemented/ accessible with the UI, and how much will be more-or-less aesthetics. Some kind of graphical representation to sybolize various levels of demographics would also be nice ... for instance small houses and settlements spreading from citywalls out-wards along roads/trade routes.
banned for being Member No. 688,280