The pictures for Troll and Ogre may have been switched ... just as long as Ogres look bigger and tougher in game, the picture comparison might not have translated well. And as far as different species that are very close in Phenotype, I don't mind a difference/ diversity. For me its as cool as Ogre vs Bone Ogre, or Black Widow vs Rock Spider, or Forest Drake vs Swamp Drake vs Mountain Drake vs Shard Drake. anyways, its a difference in preference. Differences in strength,
Tasunke
Again, just wondering ... if we had the 4-6-8-10 unit structure (and I like the Idea of paying extra gold for extra units) ... if I have a current max of 6 would I have to choose between Sovereign and 5 best Champions and my 6,000 man army? additionally, is an extra 1000 man unit (legion) going to cost the same extra gold as, say, an extra Champion or Sovereign? I'd personally hope that a Sovereign never counts towards the unit limit (arbitrary I know, but c'mon) ... and While
[quote who="Frogboy" reply="28" id="2657626"]I'm inclined to have some sort of logistical system which limits the number of UNITS (not people) in an army. So level 1 would allow 4 units (a unit could be 50 guys still). Level 2 would be 6 units Level 3 would be 8 units Level 4 would be 10 units and then you'd have refined logistics which would add +1 every time. This way, players who want to go the single big a
The movie "Splice" is already out?
[quote who="lwarmonger" reply="47" id="2659288"]A players soveriegn is pretty mobile though, so I'm not sure the superstack of doom would really be a good way of tracking him down. And one thing I forgot to mention was the reason stacks of doom worked in Civ 4 was because you attacked units one at a time and defended one at a time. This lends itself to massive battles of attrition, in which the larger force always wins. Now battles are fought by field armies, your entir
Honestly, if Tactical Battles are done well ... it won't always be "who has the most soldiers" ... instead who has the best tactics/ etc also, a dense army (units with large numbers) are probably more suceptible to AOE spells than an army of a Dragon and a few trolls (or heroes). -like a lot more, but not to the point of 'insta-kill" merely that the AOE can hit a lot more and do a lot more damage than vs single targets
I like the idea of "Most" mountains allowing travel over 4-5 turns. (a multi turn affair) ... then SOME mountains are impassable. So for instance, mountains take 4 turns per 10 soldiers to pass through, while Alpine Mountains are impassable. Then, when you attain "snow gear" or "snow climbing" ... or some such, then mountains take 2 turns per 10 soldiers and Alpine Mountains take 4 turns per 10 soldiers.
Yea ... I don't think we should get rid of gardens.
A hard cap on cities is hardly necessary ... they haven't even enabled maintenance yet
er ... 5 * 2 = 10, while 4 * 2 = 8 :p
The difference here ... is that territory determines WHICH shop you are buying from. In the Beta at least, you can even buy from a shop of people that are at WAR with you. So basically ... the territory restriction is to determine whether you are shopping in your OWN shop, in an ally's shop, or in a rival's shop. Certainly there will be a difference between each shop if there is ANY variation in strategy between players ... which can make shopping abroad a "profitable" venture
I think all quests should give some level of exp upon completion (separat from battles).
It doesn't make shopping trivial ... it just makes "who buys it" trivial ... and honestly I'm okay with that.
okay ... so I think we should be able to increase by ... 0.2 per point for most stats (and essence?) 0.5 per point for HP 0.1 per point for combat speed (and essence?) have certain skills cost 2, 5, 7, or 10 points. And different levels unlock new skills you can "buy" Also, I think there should be a real difference between having N.5 of a stat and N of a stat. Meaning, that I feel that each integer should have two X values that interact w
Perhaps there could be several "leagues" that the various Champions (usually) own membership within. In addition to Champion personalities, killing a Champion from League X reduces your diplomatic relationships with League X (which could make League X champions more expensive, or even openly hostile). When you recruit a Champion, they go from League X to belonging to your nation. Having good connections with a League (high diplomacy) can give you cheaper champions in addition
Yea, I also feel that starting equipment shouldn't be "Locked" onto that character (except for mercenaries that are temporarily working for you). And if any character dies, all of their equipment should be available for looting. At least for all Champions ... however hopefully EVERY corpse can be looted (meaning that killing an army gives you all their equipment, and you can sell it at your stores).
1) More visually distinctive Buildings 2) keep the ability to build gardens 3) keep city specialization Valid
Well, I hope that the buildings are more Visually distinctive ;) (and perhaps small "streets" between and inside building tiles)
Certainly something that is expensive/ special ... and reserved for Royal Guards and Champions ... however at having 5 (4) rings per champion allowed, you will get a more concentrated power (super unit) for those rich or magical enough to buy a large (5-10) number of rings. That way, if you had 10 rings, you could give 4 to your fav, 4 to his deputy, and 2 to a third .... (equipping your fav three), while under a 2 ring per Champion
It'd be kinda cool if units had to move through a city (as in square by square) ... only at twice or triple the speed of normal. That way, an especially large city could be ... like Stalingrad perhaps.
This early in the AI, its not surprising that a single unit could defeat an entire empire ... or even that a single unit could defeat an empire at any stage of the game(?) ... however, the fact that his combat rating, and speed, were so powerful ... thats just crazy xD combat rating of 400+ is insane. BtW ... I think there needs to be a faster way to gain HP. I mean, 10/1 ration was a little much ... but how bout a 2/1 ratio or 4/1 ratio? After all, a single point in strength
Yea ... I feel that you should be able to raise taxes in an individual city (but -1 prestige per tax level increased) also, it should require a tax office to be built. (tax revenue should increase based upon # of economic buildings, gold output, and population) Otherwise ... tax offices should give more moneh
School should be more efficient than a study (it is), University should be more efficient than a library (haven't tested), slums are still too weak of an improvement. 3 houses @ 64 pop each use 12 food and house 186 ... thats 1 extra space and no prestige penalty. 4 houses use 16 food and house 256 pop. More expensive than slums, sure ... but when houses are 25% more effective at housing pop then something has gone wrong. I like the idea of Estates just being plain better than
hehe, eventually I was able to get my Sovereign to fight a Swamp Dragon 1 on 1 and win!!! :) but anyways, what do you need to research to build magical rings (or units with magical rings)? I noticed the AI doing this but I couldn't yet figure it out (as there are no magical techs).
I like the idea ... except that it SHOULD only take one turn to be demolished (several months or so)