Tasunke
double post
[quote who="pigeonpigeon" reply="92" id="2429338"] Perhaps you aim to be a major economic force with 10% of your population trained as truly elite soldiers, and very little else in the way of military might. The economic force would be necessary for this strategy in order to support such a large number of exceptional units. On the other hand I might want an army consisting of 40% of my total population trained as mediocre soldiers. Why not? This set up might be much easier to maintain ec
Well, I was thinking a royal family member can act as the Governor of a city. or the commander of an army. Of course, the Sovereign would make a super-governor, super-commander, ect ... as well as having his own super-abilities, including the best magic, and distilling essence from shards.
Banned for being a Ryiot.
Flying Crazy Horse attack. Yah!
It would at least be worth to try out in a future beta. I doubt peasant experience will accrue in-to enough to be worth keeping over economic potential. As far as that goes, I think once you feel a unit has lived beyond its point of relative useful-ness, you need to either make the decision to re-train and re-equip those people, or retire them (losing their level).
as long as it does not modify research (research should be seperate from gold/economy imo), then I am fine with a wealth score. As far as options when taking a city go ... Occupy, Sack n Capture, Exterminate and Capture, Pillage and Leave, and Raze. Pillage and Leave, or Sack n Capture, would increase coffers (and wealth) the most, while Exterminate (n capture) and Raze would add Dread/Notoriousness/Evil-ness to your general, army, or nation as a whole, and would serve as a ne
Banned for drooling at my horsemeat
well yea, I don't consider prestige to mean nobility necessarily, but culture. Militia would be those with limited training/funds to buy better resources/slightly better equipped, or perhaps those more likely to be equipped with what little amounts of iron weapons are lying around. What I mean to say is, less cultured cities will be less likely to have such middle-class citizens for a proper militia ... although even militia could be normal peasant class, merely more inspired by the level of
Yep ... I would like for the Prestige level to perhaps effect militia number or perhaps militia morale ... while the rest of the numbers would be peasant rabble ... high populations more due to food would have more peasant rabble, while high (or even smaller populations) with significantly more Prestige (architecure/culture) would have more willing to become official militia ... so prestige would be a deciding factor on how much smaller the mini-call-to-arms is ... is perhaps what I am saying
[e classic]:([/e] Banned for wanting to Eat mah Horsies!!! [e digicons]:cylon:[/e]
Good idea, gaining Alien powers, and making a lot of money as a fake psychic.
well, as far as untried, living lairs and actually meaningful quests will be a pretty big plus to pull of in a sophisticated 4x game on the level of the Civilization series. things like Call-to-Arms are nice, organic, and still under control of the player. It should probably be considered more of a last ditch effort, except for nations which specialize in having extremely large populations and adept peasant armies (adeptly led that is ... whether by the tyrannical commisar or the brai
Encyclopedia Brittanica says .... Meow!
Banned because you placed the highest calibur of Demon, the VCR, in its natural habitat .... it will only gain strength, fear for your life.
As far as how powerful a resource is ... perhaps equipment made from that resource only increases attck or def by 1 (or less) although Ultra-rares could say, add magical resistance, or not have any fatigue penalties, ect. Perhaps silver, when attacking undead and/or discorporal creatures, will consider their defense score to be halved (while bodiless ghosts and ghasts would normally have high defensive scores since there is nothing (much) to hit) same goes with cold-steel when
yea, I like the idea of magic book picks ... or rather picking which flavors you are better at, and how better you are at them ... allows for alot of flexibility in tech abilities. I know that in FFH different players have different abilities and strategies. While I end up having a smaller nation and bigger military, another player will have a gigantic nation, gigantic economy, and weaker military to the point of being defeated by moi. Although if he gets Guild of the Nine (to buy Mer
Rather than surfing on the Slipstream
Banned for being a Ryat ... those were thrown out in the first Beta
Architecture, Agriculture/Nature, Military Tradition, Resources and Industry, Magical Studies, Education, Research, Commerce these are 7 basic starting points, perhaps branched off from 3-4 initial "starting techs" with paths for each. sucessive branches would stem off of these core concepts. ie. Mounted Combat and Animal taming would branch from the connection of Agriculture and Military Tradition. ie. Magical Items would stem from the connection between Industry and
[quote who="cephalo" reply="38" id="2429127"] Quoting onomastikon, reply 35Good! I look forward to this game becoming a LOT less like a mixture of Civilization and GalCiv in a fantasy setting, both of which seem to be the dominant influence-givers so far. Haven't seen tactical battles yet, but I hope it won't be too HoMM. May Elemental truly be unique!! That's something that really needs to be emphasized! Learning from other great games is necessary, but not one of these
double post :/