Of course ... atlhough such high-industry cities will need food for such a population ... I would see Prestige as dimenishing returns, where food-shortages would begin to lower the prestige value at a geometric rate ... so to upkeep a large city you will need to influx food in-order to keep the prestige high. I think more than a drop in prestige, food-shortages should increase happiness and instability. A city with vast food shortages, unless under-seige by the enemy, should have a go
Tasunke
Well yes, with this thought I was considering that various factions would have favored terrains, and therefore favored starting positions. Now, however, it seems more like a "brute force theory" that will require stringent map-generators. Wouldn't be far better to have new technology be made available to those with such bad starting positions? to better take advantage of the Jungle, Mountains, Desert, Tundra that the nation happend to be borne into. I rather like the Idea of Rugged Mo
I have no idea what you mean by the "caliber" of the citizenry, they are citizens! the only Caliber of a citizen should be how much food he can eat, imo. I don't see how training units will make your citizens get "a bit rusty".
indeed, cities require essence, and settlements are small villages built by settlers, anywhere on the map. Only cities have prestige and produce things, as well as spread "reclaimed land" from their city centers.
Democratic nations would have more innovative bonuses, and perhaps economical bonuses. Monarchies or Empires would have more cultural/influence/prestige bonuses and Despotism would have greater production and military bonuses, rabble rabble rah! and a Combination of Empire and Despotism, Like Imperial Guard/Imperium of Man/Das Imperium, or some sort, could be great at raising large-population low quality troops or some-sort :p
yea, balanced resources is usually better for multiplayer games where everyone tends to min/max in more or less the same way. Of course having different viable strategies for different factions will at least somewhat alleviate the monotony ;3
well, you could follow FFH's example, or even more-so (since FFH is so very focused on military) and have many, many different tech paths. Im not sure how viable "multiple research" will end up being. It usually seems like with a fully visible tech tree, if you have the option to place all your research points into one project, thats what is going to inevitably happen. However, if you have 7 or 8 different research paths, which weave together at certain points, then I suppose researching two
I dont know pigeon ... there could be technologies to make your rabble better, for you to focus on this strategy ... while there could be other technologies to focus more on professional soldiers ... some-how both start-technologies need to disqualify the other however ... so you can either technologically focus on bettering your rabble or getting more Strength for the Training buck (or more bang for the buck) to make professional soldiers better at killing large numbers of rabble. Al
A good reason not to do so would be for significant advantage to rely in shipping most of the food into one central capital size 30, and for the rest of the cities to be closer to size 5 or smaller. If this type of polarity is more rewarding than having all grow to size 10s (somehow?) this would be nice.
well, tech visibility has been in every game I have played thus far, and It eventually lends itself to the same path over and over again. What about if different techs took better advantage of certain techs somehow? I still like situational and random techs being numerous ... and I don't see how a large pool of random situational techs could tie into a completely visible tech tree, except for some side-branch which gives you "iron clad ships" or something equally outside of the normal
I just don't want it to turn into all level 10's ... with monotony ... is what im saying ... and it should be hard to support large cities (like shipping food to said large cities) ... also, especially if we are sticking with prestige, I think over-all availability of food should greatly effect prestige.
agreed that most likely only Basic resources should have a rummage value, if for no other reason than to avoid newb traps OR exploits. (either way from balanced you swing it, to either it will go)
banned for trying to stab with a rusty spoon. Its clearly a blunt weapon!! Edit: @ danielost Banned for not making sense.
Well, for Call-to-Arms, I think the entire idea is that these people are not meant for battle. If you want to take an experienced regiment and train them into profesional soldiers, be my guest, but I think re-absorbing them into the city should lose all their experience points, and that there should be no "perks" for absorbing battle-hardened peasants into a city. All you would get are traumatized citizens which get drunk alot and have nightmares ... realistically your city value might go "do
hmm. then what about basically the same system, only with the branching visible one level inwards (basically you know which tech you are researching, but what tech they are connected to is the thing which will be randomized) would that work better? in this way you can see what you are researching, how much it will cost/how long it will take, you just don't know exactly what it will lead to, even if you play alot of times, due to random techs, random situational techs, and having exist
merg, fine. Rummage value could be universally the same ... but you do know there will be a rummage value for Iron Ore and everything else right? for lumber I see a basic even number, except for in the middle of desert ... meanwhile, rummaging for Iron Weapons, (probably rummage value of 0.2) ... you think will be the same in a colony 1000 miles in no-mans land as in a city under-seige a mere 7 squares away from your capital? In any case, I would kind of like lo
I think Influence, as far as borders, should be more of a "zone of control" type of thing, which can be spread by building new forts, settling a small village, and having patrols or border garrisons. Im not entirely sure it should be a cultural thing, like in Civ 4, as typical culture buildings like theatres, ect, would seem more likely to gain prestige. Although, I could see certain things increasing both prestige and music. Say, an established musical tradition could increase influe
played Dominions demo, seemed like good fun. It could just be superstition, but it seemed like watching the battle made it more likely for me to win ;D ... regardless, I played as the Atlanteans and think I will try a more terrestial nation before I make any total judgment. The magic system for dominions, as well as the research system, doesn't seem very intuitive, maybe only because its the demo? I get the dominion/control aspect though, and religious aspect, only I don't see how to
So where would I go about finding and playing Dominions? (or dominions 3) Edit: Nvm found official site. 50 dollars? o.O
I would say add Morale and Endurance (especially Morale) but otherwise I refer to my original statement, that any intelligence based attributes/abilities could be goverened by level of essence imo, and this system could enable easier modding to switch from essence to intelligence in an RPG system ... especially since essence governs your amount of mana (from what I hear)
Banned because Hyorsies will defeet any mounted Scoutdogs.
total conversion mod? mod? conversion? total? If we need any kind of "total conversion" to the game in order to add a call-to-arms, then it definitely will A) not come out for months if not years, and B ) be very difficult to do, and possibly not function in multiplayer. I think the concept of call-to-arms should either be "in the game" or "not in the game". If its just added in later it will probably feel awkward, and against the grain of the rest of the game. This is either
I would like fore Religious tolerance and Religious warfare to be key and/or optional components of the game. Is this considered inflammatory?
banned for thinking Cyats could defeat the Mighty horses.
will various factions have varios pigmentation? Or is it random? Or are all factions a multitude of various pigments? Obviously it would only add aesthetics, but what if we don't want to fight only Medieval Europeans? what if we want Samurai? or Native-American war dogs, or ... the awesome Zulu warrior? do you see what I mean? Also, among Europeans, will we have Blonds, Redheads, and Brunettes? Will we have freckles and non-freckles? Will we have certain tribes used to the col