Amaaaazingly fun?
Tasunke
[quote who="seanw3" reply="29" id="3128641"]I honestly assumed that there was little sunlight in the realm and thus there was little pigmentation. The only meaning that can be added to the story with more pigment is hotter apparent climates. If this world was all of the same pigmentation, we would still have race issues, we would just find a different way to differentiate the races. Ex: Paridians despise Tarthans, which can be clearly recognized by their scraggly hair and tat
I know man, all smileys are yellow ... whats up with that! Racist Simpsons?
[quote who="DsRaider" reply="23" id="3128591"]Also none of the characters are gay, transsexual, robots, handicapped, or from a religious minority. In fact since this a fantasy universe Stardock has a Duty to invent whole new ways to not discriminate against fictional people based on random physical or mental characteristics. I'm going to throw people with shoe sizes under 9 out there. In all seriousness Stardock should stick to their guns and just go with whatever the lore says
Aye, religions should be introduced into the game so that minority religions can be presented in a PC manor.
Unless of course, races other than northern Caucasian are introduced in expansions via "Other Continents"
On a more serious note, assuming each kingdom race gets a skin color, then I think the Altar should be a blend of all. Example Gilden -> african Pariden -> asian Capitar -> Northern European Kraxis -> Southern European/ Mediteranean Tarth -> Native American and South American Altar -> All of the above
Drama-frying? Looks like we need some cooking oil :)
I have a feeling that some animations still take WAY too long, and assuming that all animations were sped up (instead of just speeding up the low ones) then the rest are now disproportionately fast. Ultimately I think all animations should be "fastish" while the slow animations only last 20% longer (as opposed to 1.5x, 5x, or even 10x longer)
STOP! Its hammer time. (glad your game is working now)
Gilden should be brown and Pariden should be round faced n yellow. Maybe tarth can be reddish.
Nice review. And I think a lot of people will see the influence of Civ V ... :P And what was with the 40K quote? Game Workshop will be comin after em eh?
So did Warlock Master of the Arcane outright buy out the rights to Civ V? It looks EXACTLY like Civ V or a Civ V mod. Halfway wondering if firaxis sold it, gave it away, or is just cooperating heavily with Paradox at the moment.
[quote who="Andrew Meronek" reply="24" id="3124762"] I think that the growth penalty for city spam can become mroe effective if the growth boost buildings like inns, instead of adding a concrete number of growth like 0.5, adds a percentage increase over the base prestige 'growth' rate. Thus, maybe inns add 50% prestige instead of 0.5 prestige.[/quote] I really like this idea.
Probably high depth and medium complexity would be, perhaps, my favorite choice :) Good 4X game -> High to Medium Depth and Medium complexity. Good Board game -> High to Medium depth and Low complexity.
Hmm. Should we implement a 2 armies per tile system? :P
[quote who="Alfdaur" reply="7" id="3126230"]E:WoM doesn't need internet to work. That the whole reason why I got it installed on my laptop.[/quote] I guess no internet needed plus tile workshop being available, are the only two reasons to keep E:WoM installed.
Of course I don't think walls should be automatic. For your city to have walls, you need to invest in it, imho.
I think there should be traits that allow for multiple summons from the same spell (at increased mana upkeep of course). If we take from FFH, it could be "Twincast" ... But I think something like "Summoning Attunement 1-3" would suffice
[quote who="Frogboy" reply="3" id="3125644"] Quoting joasoze, reply 1 I wish for a spell called "Deplete Mana". When cast it cost 400 mana and it depletes 200 mana from an empire of my choosing. This will enable more practical empires (focusing on units and not as much on spells) to level the playing field a little. I like.[/quote] Very cool! Maybe it will be in the game then? :)
I think the Fallout Tactics method would be best, as another poster said. -X% and -C damage ... to affect both large and small attacks (perhaps?)
Yes, defenders behind/on the walls would be best.
[quote who="larienna" reply="19" id="3126012"] But movement looks much more complex than it seems. First, you get mobility boost if your unit start and ends on a road. But most importantly, there is a limit in the amount of units you can move into a hex for each hex side. So an open plain hex side allows you to move in 2 units, while an hexside with a bridge or mountain only allows you to move in 1. So this creates a dynamic where in order to send a large force into a target h
[quote who="Alstein" reply="14" id="3125680"] Some things it's ok to be complicated like that. Design rules are never absolutes.[/quote] I agree. For instance, Unrest levels (not to mention combat) are a complicated part of the Total War series ... yet its something that gives variety to the series. -> Do I conquer the nation with similar culture or different culture? The former are our allies, and I would
[quote who="boshimi336" reply="28" id="3122299"] Quoting Frogboy, reply 20 You can even go on the Colbert Report in the game. Have you thought about sending a message to Stephen Colbert to wind up on his show and show off the game? He loves stuff that includes him or likenesses of him!!! You would instantly get a huge following just from the show alone that would buy the game. Just saying. [/quote] I agree, I