Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

[quote who="seanw3" reply="26" id="3105291"]Of course, in my games unit size is the primary cost for units, about 50%.[/quote] I think I like this. While 'elite' units will obviously be payed more than regulars ... I think that just because their armor costs 10x the amount of someone else, doesn't mean that their wages will be 10x as well (although I guess you could consider the costs to upkeep their equipment?) While the US government pays millions of doll

30 Replies 229,358 Views

[quote who="DarkGaldred" reply="40" id="3109220"] From a mechanics point of view, having a sword may be as boring as having a club, but having to chose between a spear, a club, a sling, and an axe during the first third of the game would help offer more choice.. [/quote] I concur

63 Replies 260,739 Views

Its base cost is 30 iirc. And you can get it down to 15 (at least in some versions I think) Its one reason to hoard your mana ;)

14 Replies 12,722 Views

Hmm. I think its possible that some creatures give too little exp while other creatures give too much exp. Perhaps its just due to inconsitent power ratings? Even so, early game 'mooks' need to have disporportionately higher exp imho, so that a Faction can get its kickstart of levels.

5 Replies 5,100 Views

[quote who="joasoze" reply="16" id="3109113"]Could they add a slow walk instead of stepdance/running?[/quote] I agree that walking would likely be better .... but maybe only if that unit is selected? (you can select enemy units ...)

54 Replies 74,236 Views

an alternative to upgrading by group size ... we could keep the different group sizes distinct and incorporate that distinction within this "more experience" idea. For instance, the "Adventurer" techs could each add +1 level to the 'party' sized units ... While some mid-tier techs down the Warfare Path could add +1 levels to the non-party sized units. Something worth testing at least (although I can already say that I fear super leveled par

9 Replies 15,021 Views

X points per level to improve stats is an interesting concept. Or we could have traits that boost the utility of the stats we already have. (honestly I think a little bit of both is needed) --> However choosing between a skill and a stat boost could still be relevant if both could be useful for that character imho. But indeed, I do miss being able to spend at least 1 point in stats per level.<

16 Replies 8,855 Views

Depends on how much the economics of the game are changed. Normally I just build (the vital) non-maintenance buildings when possible, and units when not. (until I can't pay for new units anymore). However, I feel the decision between Bread and Butter is an important one, and allowing simul builds would deprive that choice from this game, which I am not certain would be a positive.

28 Replies 10,216 Views

[quote who="DarkGaldred" reply="10" id="3109061"]Guilds, legendary craftsmen, knowledgeable sages, heroic citizen militians or whatever would make the cities more alive[/quote] Interesting idea. Not sure if it should replace the level up system .... but definitely could add some life and flavor to a city :) Maybe a chance for 1 event per city level? And events/great people would have to coincide with what types of buildings have been chosen for that city.

18 Replies 12,935 Views

[quote who="StevenAus" reply="11" id="3109090"]I agree. It is hardly a bonus if you have to spend many turns afterwards before you get *any* advantage. I think all the choices should be unique and worth getting, and maybe even grow with further level ups..[/quote] [quote who="tjashen" reply="12" id="3109162"]On a related note, it would be nice if once you've chosen a path for a city, that you could see what level ups you've done previously in the level up screen.[/

18 Replies 12,935 Views

I definitely think that all Spells and required spheres should be in the hiergamemnon. (spell name and its effect) I can't tell ya how many times I used to just spend HOURS in the Civilopedia while playing fall from heaven. 40% for the stories, and 60% for mechanics I didn't understand.

54 Replies 74,236 Views

[quote who="DarkGaldred" reply="9" id="3108875"] but I prefer ... to have traits that improve the importance of stats (traits to add dex to ranged precision, ST to melee precision, traits to reroll dodge, and to roll twice for damage, and pick the higher result...) [/quote] Yes, I forget which thread I posted it in, but Traits that improve how a character utilizes their equipment would be awesome, as it would make Weapons not just a +X factor, but a synergistic factor. We woul

16 Replies 8,855 Views

[quote who="DGB246" reply="27" id="3108096"]Slings would be a good starting ranged weapon I think as that can be made with just a piece of cloth although it takes alot of practice to use a sling well so that should be reflected in the labour time - it takes alot more skill than just swinging a stick[/quote] I agree. We should get some slingers to start out with ... but less cost effective than a club I think. (training wise)

63 Replies 260,739 Views

[quote who="seanw3" reply="5" id="3108074"] I would love it if the cityhub would change from the standard tile to a fort tile when you choose that path. [/quote] Yes, this would be cool. Market Square vs Castle for instance would be very distinctly different city hubs (large building vs open forum)

18 Replies 12,935 Views

[quote who="Sarudak" reply="22" id="3108069"] The issue of fun is that there are no choices at the beginning. If I started off with a club, a sling, a staff, and a spear at the beginning and all those choices had meaningful advantages such that one was not the best in all situations that would be fun. ... But always there needs to be choice and the choice needs to be real with reasons for choosing any of the options.[/quote] Yea. Maybe a sling/rock thrower and a Club

63 Replies 260,739 Views

Are the starting techs at least removed as a standalone power? Now I could see a Civ Trait that gave a starting tech ... and ALSO gave a % bonus to teching in that tree.

63 Replies 260,739 Views

Thank you for the response. The way I would probably play it, would be to have one Town Hall city (prestige/ level ups), one Command post Fort (basic units), and one Monastery Tower (mana/better casters) ... while the rest of the cities would become either Merchant's Guild Cities (gold), Library Tower Cities (research), or Castle Fort cities (defense) But if you capture enemy cities, keep in mind that you would be stuck with their specialization (dep

18 Replies 12,935 Views

Yep. '4 G' ... an interesting marketing concept. I wonder what they will call it once they actually reach 4 G ... 6 G? 4 G extreme!!!?

6 Replies 16,614 Views