I think there is somewhat of a Consensus to Remove Essence from level gain entirely. There is a smaller Consensus to have all essence be equal and slowly gained over time at an equal rate (among all Sovereigns) -> meaning no sources of essence, just the essence that your Soverign gets over time.
Tasunke
I think there is somewhat of a Consensus to Remove Essence from level gain entirely. There is a smaller Consensus to have all essence be equal and slowly gained over time at an equal rate (among all Sovereigns) -> meaning no sources of essence, just the essence that your Soverign gets over time.
This is some amazing news ... I can now start my dreams of altering the subspace of reality. Maybe I can mod in some Roots of Gaia, or a Meteor not to mention Static Discharge where conducting metals rise to the surface, and electrical bolts arc throughout the entire battlefield. (Earth/Air combo spell)
also, I'd like to see more Dogpiling on the BIG guy as opposed to Dogpiling on the little guy ... I think it would make for more interesting games.
Overseer works. Or Magistrate. Magistrate I would like to reserve for the magical-research unit, however.
Heh, well I'll admit that they could have decided to implement BALANCE into Beta 1, since the original idea stated that the game would be fun before/without graphics. In this respect I agree with onomastikon. In any case, the combined effort of them actually TRYING to balance the game for once , + good graphics, will make it a lot more enjoyable. The balance part will work more towards the enjoyment than
How about a Warhammer 40k mod for Elemental?
So your option is to have an equal distribution of essence ... and no way to increase how much essence you own. Everyone slowly gains essence over time, at a fixed rate, with no way to change this ... and the difference is only in how you spend said essence.
Lol ... an arena in cities where you can control what you fight (anything non-unique that you have fought earlier) ... could be cool. Representing the people finding and capturing said creatures, and bringing back to city for you to fight ... could slowly recharge instead of constant use in order to avoid over-usage. Like ... arena captures one bear every 10 turns, one troll every 20 turns, ect.
I am not monopolizing essence. Adventurers can gain essence by sacrificing the rare artifacts that they could use in other ways. THEY COULD USE THOSE ARTIFACTS IN OTHER WAYS. Warlords gain essence by leveling up (THEY COULD LEVEL UP IN OTHER WAYS) ... meanwhile, anything given to a Sovereign SIMPLY because he sits at home is a non-choice and thus some-how broken.
The stay at home advantage is the Magic Researcher profession -> +50% Spell Points and Essence for staying at home HOW IS THAT NOTHING!? DO YOU WANT IT TO BE 100%? 200%? 1000%?????? IF you want to be specialized at turtling, you should pick a turtle profession. Do you expect a Warlord to be better at magic just because he sits at a stuffy desk? Does an Academy of Wizards in DnD ever keep ALL of their members locked in the tower, never to search for artifacts? <
All the time. Anyways, I would like to point out that if the ONLY other source of essence (than levelling) is given to sovereigns that sit in cities, then its forcing those adventurer/combat types to place points into essence. And if you force all spell research into being in a city ... then NOT ALL SOVEREIGNS will have magical spells. THIS ISN'T THE RIGHT STEP IN A WAR OF MAGIC aka-this game assumes that all sovereigns everywhere will have access to magic and
The search button only works for titles, not content. And it finds threads not posts. Earlier I was searching for an old post of mine to create the Heartblade thread, and typing Heartblade into the search netted 0 results. Now, however, it gives result because its in a Thread Title.
See, yea, I can see how are Reasonings are vastly different. My reasoning is that the higher your tech, the FAR better your use of even one mine is. Therefore, high tech nations should be able to equip a legion with basic gear in 20 turns ... while a low tech nation could do the same in 200 turns.
I like having all the choices upon level that we have (and having even more choices for the points would be even better yay!) But yea, the system needs Refinement. Probably we will see a more fluid game in next release?
If you can throw an A-bomb ... then one on one you would kill me. Unless you mean that you would die during all the pre-A-bomb years.
I think that this particular discussion should cease until we see the next build.
Well, I would probably be more interested if it was turn based strategy with real time tactical battles. Currently its just frustrating and a lot of going back and forth Currently I am trying to seige a City in the Athenian league ... but they just have SO MANY UNITS!!!!! Yet I need to try and attack b/c they keep invading by sea near Aegea ... ARRG!!! Is anyone else finding the game frustrating? :p
yea, certain Adventuring Techs will unlock the Lairs where you might find rare items ... as well as mark the location of said Dungeons/Temples on your map. Higher up Adventuring Techs will mark the locations of specific items ... for instance, a Tech might be "Mapped Locations of all Rarity-3 Ancient Artifacts" (this is what I hope for) Meanwhile, specific God-like weapons might have a tech devoted entirely to them ... however these specific techs only show up in games
Well, thats still pretty awesome (especially the pausing when enemies show up/come into range) I wonder, can you cast orders during pause-mode?
Also, I agree with this player STARTING with the first three Adventure techs automatically. Then, in appropriate places, the player could "Find" technologies as semi-random loot, depending on the difficulty level of the Dungeon.
In multiplayer I would prefer for 3-5 normal players, and one player being the "Wild Card" playing in this way. In this case ... the wild card would be the ultimate mercenary, as well as (because his assets are not tied up in cities) a very unpredictable behavior. Can you say suddenly being invaded by a hoard of Mercenaries led by this guy? Recruited by all the gold ppl gave him for retrieving shiny artifacts. Then he leaves your cities in control of the hoard and goes his own
I like this idea. One thing that might be interesting, is that while not ever directly controlling any cities, you could still *own* them, or hold influence over them. Meaning, that if King A asks you to attack King B, you could invade/capture the city, and then give one of your mercenaries "Governor" power of the city. In this case, the city would act largely as your vassal until that mercenary (or his whole family) is dead. Additionally, if he was forced to flee the city (or
One use of Essence will allow for 3 cities by turn 150?-ish All we are saying here, is that an increased essence spread (perhaps by use of mana-spells via Sovereign) should spread to such a point by ... something like turn 60.
Personally I don't mind having a few things in the game which the AI does not know how to employ. Such things include things which might not add *alot* to gameplay, but can quickly turn into massively awesome when given the right circumstance. For instance SHADOWS. If the AI had learned how to appropriately use hawks, Shadows would have been massively worthless/useless. As-is, Shadows (while limited) can be incredibly awesome and fun for specialized assassinations. Of