I think the main idea behind getting rid of mana pools was that this encouraged people to simply hold a Shard for X number of turns to gain X mana, instead of having a steady access. As far as how Shards and mana should currently be handled (other than Shards needed for certain spells) ... I think that ANY shard should give you, say, +50 max mana over your essence level. This goes away if you lose the shard.
Tasunke
True ... although this would tie essence into buildings even more-so than my thread . And the current wisdom is that the closer it is tied with buildings, the more it encourages city spam. I think the idea behind this game was to separate city-spam from magical research as much as possible. Maybe have a global limit on magical buildings? As opposed to city based? And gathering rare magical artifacts increased this limit???</
So ... how would more and stronger Orcs (than Imperial Guard) work? In all the games I have played ... Tyrannids generally had the most units, followed by Imperial Guard, followed by Necrons ... unless the Imperial Guard were using a lot of tanks. Is there something I am missing about hoards of *weakling* orcs?
Aye. One time I was role-playing an FFH game as the Grigori. The Shieam "took my daughter as hostage" to make sure I didn't break the pact. Well, since I didn't actually have a daughter, it was less the hostage taking and more the fact that he could easily kill me which kept me from rebelling. That being said, eventually I did rebel and was killed.
I am a male and tend to make all kinds of characters (either gender, various physical appearances, ect) Usually the only consistent theme is that they are ALL generally Aggressive and Violent, as well as Respectful during Diplomacy (usually, sometimes they just manipulate people for power, and act with an Iron grip)
You do, however, need an internet connection to register the game onto any computer. Therefore, you do need an internet connection to play the game ... you just don't need said connection all the time.
The rest of the HQ choice could just be the honor guard of that Sovereign. If your doing it elemental style, then generally you'll start with no honor guard, and then assign Advisers via special units into your honor guard ... via Dawn of War style Then for Races that have only single-entity HQs, simply disable honor guards for them, or something.
So, if Orcs need huge pop-caps ... then why is it always so painful to build a huge army in Dawn of War? xD -the original Dawn of War I always thought that the actual populations of Humans vs Orcs was like 10 humans to 1 Orc (universe wide), its just that Orcs can replace population extremely quickly. I understand that Craftworlds are the distinction of Eldar, but since there can't be multiple "Craftworlds" in one game-setting, I figured since all the inhabitants of each Craft
Um ... yea. Not all of my ideas are completely original. AND ITS A GOOD IDEA!! :p (we can't have that in a game ... it existed in history) lol
Deadly Viper Assassination Squad!! xD
First Premise) Most Honor Guards/ Assassination squads are limited to 5 soldiers Second Premise) if the Honor Guard/ Assassination squad is assigned to a family member, it can hold 10 soldiers Third Premise) A Sovereign Honor Guard can hold up to 20 soldiers, and "only" the Sovereign's honor guard may include other champions Fourth Premise) An Honor Guard/Assassination squad may only be assigned to a champion. Fifth Premise) An assassination squad may consist o
Exactly ... maybe the larger the pressure, in general the larger the penalty. Since it seems to be a "Prestige" based mechanic ... I would think that you could handle this with prestige penalties a la breaking pacts. Examples of this could be decreased prestige in a random city (-5 prestige for 5 turns, or -1 prestige for 25 turns) penalty could be in proportion to pressure ... but this pressure can only be used by spending (Diplomacy Points) which build over time, at a rate d
So do you mean that you can place points into "magical research" upon level up (instead of essence) and then redistribute after level up? Or do you mean start the game with 10 points -> maybe you are stuck with your choice from then on ... with possibly a chance to increase essence. // In any case, I think we seem to agree that an essence "stat" as amount of essence gained per turn is favorable to gaining essence in large chunks. In any case, the esse
Hey Stmorpheus, I like your idea. I mean, its not options A,B,or C but it could be workable (assuming people can live with essence tied to levels). One thing I would diverge on, though, is that 10 points of essence gen (what your character "starts" with, lets say) creates 0.1 essence per turn. Each additional point of essence (or each point of essence) adds +0.01 essence per turn. Meaning, that if you used all 10 points on essence, your char would now be gaining 0.2 essence pe
I agree with permanent envoys. I also think that envoys should be champions. I also think that, in order to form an alliance, your permanent envoys to each other must be Family Members. Also, a vassal's permanent envoy to his Lord/Master should be a family member. (meanwhile the Lord doesn't need a permanent envoy for his vassal)
what part of "Space Marines having the highest stats" don't you understand? :p But, as an aside ... The IMPERIUM of MAN will Defeat any Space Marine Chapter that grows too arrogant ... with its own normal citizens, and TANKS. BIG FRIKKING TANKS.
And HERE is a thread I created on topic. As you can see, there is a large cry from the Stay at Home sov community to completely detach essence from levels. Hence this thread, to see how many people agree. I personally have no problem with having only one equal gain of essence for each Sovereign, however the thread I have linked to highlights my personal favorite system. I do agree with
Now, you can still diplomatically tell the person that you are "nullifying contract" and then you have a pact of 10 turns peace before doing anything against them (other than espionage/assassination attempts) but rather, if you break the pact through violent action (or declaration of war) you get the penalty. The one type of pact that would not do this is an economic treaties. Trading pacts or research pacts that are broken due to a Declaration of war do not bestow this penalt
Well, I was thinking -2 prestige in every city for 20 turns. (for breaking a pact)
Well ... it would be nice to USE a pre-existing Sovereign as a Template to create a new Sovereign. Mostly for creating new custom Sovereigns ... where you realize you wanted to trade Trait X for Trait Y; or Magic Book A for Book B.
Alternatively, all Sovereigns could gain 0.15 essence (per turn) all the time, with no other way to gain essence. Otherwise, yea having places out in the open, in the middle of the map where Sovereigns could sit on to gain 0.25 essence per turn extra .... might as well have only one of these places ... WAIT is this Elemental or King of the Hill?
Each race would have various Qualitative differences, while Necrons and Tyrannids would have the most EXTREME qualitative differences. Then, different factions of each race (Marines Chapters primarily) would have different quantitative traits. perhaps someone with more knowledge of the Lore could advise me on the tendencies of each faction within the races ... as otherwise I am likely to begin making up my own xD (and the first three Chapters of Space ma
For instance, Marines would have lower pop-caps, lower growth rates, MOAR stats (mainly HP), etc while Eldar would have even lower pop-caps and growth rates, but interesting web-way based Terra-forming spells, as well as plenty of Teleportation powrz. While Orcs would have lower pop-caps but HIGHER growth rates, and MOAR stats but not as high as the Space Marines.
Well, my personal Favorite is the Imperial Guard. Second is the Tyrannids. If I made a Warhammer 40K mod, I would first create the Imperial Guard (as default race) and then build everything else around them ;) Tyrannids would probably make Cameo Appearances as an invading feeding-hoard (much like a Mongol Hoard would arrive in TW:Medieval2, only more effective) -maybe on average once every 200 turns with a lot of random fluctuation
Maybe Blazerules can buy the rights for the Warcraft RTS, and then sell it to Stardock for 1$ and free copies of Stardock games.