I have several replies floating around that basically say this very thing ... although having *some* buildings that actually produce raw gold wouldn't be bad. I actually had an idea of 3 types of buildings. Class A would give raw product. Class B would give raw product based on # of citizens in the city Class C would give a percentage to anything made by Citizens, Buildings, Resources, etc. So in other words ... WorkShops could be Class B
Tasunke
Yea ... you would (or should) need an open borders treaty in order to "shop" in another faction's Item Shop. another way to get diplomatic (with a high tech civ) to equip your Champions with much better equipment than could normally be achieved.
Actually, a better way to solve city spam (rather than up army maintenance costs ... are u kiddin me holmes?) would be to have Total Worldwide population (of your faction) to cost food. Like, 1 food per 200 global population, or something. Then, like another poster mentioned, have each Specialist Building cost a certain amount of "free population" ... so you have used population and free population ... and only free population can be used to recruit soldiers (and many new buil
Hmm, what about allowing singles AND parties from the beginning? (instead of a tech that unlocked parties) ... and then larger squads (10 soldiers, 20 soldiers, 40 soldiers, 80 soldiers) could be based on new Tech
Hijō ni omoshiroi
Well yea, I think we can all agree (that are on this thread anyways), that the high-end of squads should be 50-100 soldiers. My (current) basic unit of "top squad" is an 80 soldier regiment.
eh, if it costs food, then maybe make it give more than 3 gold? Say, maybe 5?
Ironically, in most games a "Farmers Market" actually gives you food ... (sometimes at an expense of 1 gold or something)
[quote who="katalist" reply="15" id="2776683"]Best game ive played in years, I just love it. Sure it has some issues but im addicted and loving my time with it.[/quote] Have you played Fall From Heaven II on the Civilization IV?? (mod on Civfanatics, beyond the sword expansion) - edit: its too bad Fall From Heaven: Tactics is currently a shelved project :(
Honestly, Im rather happy to hear about a monster with over 1000 hp, (and nothing ridiculous like over 100 defense). how did u end up killing it?
I am glad that some people were able to enjoy the game ... probably because they are new and were never promised anything. Well, I can't help but continue to follow this closely ... but I'm wondering if an awesome Elemental will be anything more than a pipe-dream. Hopefully in a year or two, we will have an Elemental that lives up to its promises in a way that makes a game truly fun.
I dunno ... blah blah, magical resistance on Sovereigns ... blah blah, lipservice, lipservice Something like that, with some people having magic resistance ... yea. As to a Rock Giant Throwing Rocks (or whatever it is) ... I dunno. I'd just kinda like more Counter Magic, Anti-Magic, Magic Barriers, Dispel Magic, Reflect Magic, Reflect Magic Barrier, etc. I somehow think that they should have taken a Hippocrates Oath, only the MoM version.
A few basic things: Separate Run Speed from Attack speed (during a battle) ... increase these, and the correlated actions can use up less action points. Good Combat (I've spoken plenty on this) Good Magic NPCs with their own AI/personality, and their own "purse" to hold their own personal money NPCs spawning from both wilderness AND cities (late game cities will be primary spawn point) // Now, a few things that I *think* could be easily
Honestly, I wouldn't mind an AI that took longer. Nothing more than a full minute probably, but yea. I mean, if it takes almost 2 minutes in really large maps or w/e, i'd still be fine with it.
Well, perhaps if you sell their original equipment, it goes into their "gold amount" as opposed to your own treasury. That would seem fair, and it would seem to be more integrated than the "delete" option, although that certainly should be a possibility if we can't sell them. It should also be possible to perform Human Experimentation (through magic/alchemy) on NPCs ... as well as sell them into Human Trafficking ... as well as buy enslaved NPCs from Hum
@ Lyander ... this thread isn't about the differences between Kingdom and Empire. this thread is about making Squads more normalized to *force* the game to have a good combat system. Without a good combat system, this would never work. I have plenty of ideas on how to make Empires different than Kingdoms. It just happens that the current "game" your playing is designed in such a way to make you think in a certain way. <
Why do you think that Materials cost 3 gold in a vacuum? In a trading situation I would never personally pay more than 1 gold for 1 materials unless there was some dire reason (like a shortage of materials that could threaten the safety of the entire nation-state). So yea, I think that 1 material = 1 gold in value, or even less, and that the 3X is all markup. As for crystal, my personal subjective view is that (if I have crystals), I'd buy more for 5 gold a piece. the 25 gold
Well, I think that Dungeons (if they were properly implemented) might have a size limit AND a number limit. So for instance ... some Dungeons you could fit 20 guys but not a troll or a dragon, while other Dungeons you could only fit 5 soldiers. Large creatures would not only have a static size limit, but also add more than 1 to the "constant variable" number limit. So yes, I think it should be possible to send in (an army of thousands) 20 peasants at a t
If a Champion is killed, their "gold amount" is added to the loot of the victor. (if a dragon killed a group of heroes, the heroes' gold amounts are added to the loot of the dragon) (In a Faction vs Faction battle, the gold amounts of slain heroes are added to the battle loot) A resurrected Hero (from resurrection spell) starts with a 0 gold amount and gains 1 gold per turn until they reach their "default" gold amount. A reanimated (undead) Hero
Also, NPCs should have their own stored "gold amounts" that allow them to buy things and equip them while they are free-roaming. Then later, if they abandon you or rebel, they have their personal "gold amount" plus whatever they were equipped with. When you pay a fee to "hire" a champion, that fee is added to their personal "gold amount."
Crystals are hardly worth 25 gold if you already have them. And yea ... I didn't mean to *require the armory building* ... I meant a separate UI, accessible from your territory like the shop, but only accessible to OWNING FACTION controlled champions. and "building" your own weapon. Here, in this new UI, you can store Items, and build new ones. A straight-up 1:1 build cost. So yea ... no "building requirement" ... just a separate UI that is in some ways
1-3 works ... although honestly I don't think 4 is needed. Or rather, of course 4 is needed now ... but I'd rather have a combat system that makes it more cost-effective to send heroes into dungeons rather than armies. and yes, I'm currently working on it/ trying to figure it all out
lol ... why are Merchants OR Markets costing food anyways??? do only farmers know how to sell things? And is this somehow different from Arcane Labs or Libraries? anyways, I can see a gold upkeep, and I can see some things having even a Knowledge upkeep or a magic upkeep ... but food upkeep for Merchants and Markets seems silly. I dunno, maybe if the population was taxable, then it might seem less silly (able to grow less pop, but able for existing pop t
But ... the core of this thread is the pure gameplay ... all arguments in this thread *assume* its 100% stable, or simply ignore any signs of instability. // I'd rather look at stability bugs separately from frustrating/annoying gameplay. As a caveat/disclaimer I haven't played since 1.06, but I have a feeling the gameplay is still a bit too shallow (and obviously riddled with holes regardless of your depth preference)
actually, I'm rather certain the "markup" is already in place with 3X, 10X, and 25X ... I mean, since its higher than 1.5X ... it's more of a markup than the 50% with Gold. ;) // Gold has a 50% mark-up Materials has a 300% mark-up Metal has a 1000% mark-up Crystal has a 2500% mark-up