HookedX

HookedX

Joined Member # 4127963
2 Posts 10 Replies 177 Reputation

An optimal solution for the player, npot necessarily the devs :), would be game detail/realism level scales the player can choose. 1. Simple- Age of Wonders level non combat mechanics, almost no Micromanagement, ministers handle most duties (like the ones from Space Empires series) 2. Medium, Civilization 4 level non combat mechanics 3. COmplex, this would have the most options to run your kingdom/empire at a Europa Universalis/Victoria/He

34 Replies 309,501 Views

It is a good isea, and might be revolutionary for 4x4s. What you are describing is reverse engineering,adaptation, adoption, and then spreading of culture, language, and technology. It is realistic, an example: The spreading of Hellenistic culture with the empire of Alexander the Great. The Hellenistic culture and techs were adapted by the conquered all the way to India. The adoption of Hellenistic culture and techs by the Romans when they took over Greece a

8 Replies 5,160 Views
Reply to [Gameplay] in WOM Ideas

It is a good idea, hopefully the devs will read about this or we can remind them of all the neat Master of Magic features that were brilliant. At the least, someone can make a mod to add it to the game.

3 Replies 19,829 Views

The combination of these aspects put the Moo series above and made it more addictive over decades then Civ, Galactiv Civs, Space Empires etc. I can play MoO 1 & 2 all the time, and have played it many more times then anyother strategy game. I think the Elemental devs and we customers should all closely examine the AI/diplomatic dynamics of those 2 games very closely, for they have reached the Holy Grail of 4x4s like no other games. I dont know what level this AL

0 Replies 3,211 Views

Your idea does sound excellent Climber, it would be a perfect compliment to the Master of Magic/Civilization tech combo and population based production playstyles/victory paths. Do you think we can suggest your idea effectively to the game devs, and how do we suggest it in a way that they can think about what a unique and rich experience your idea will provide? You and/or a group of people should fully flesh out the Design Doc/mechanics of this tech tree playstyle and th

40 Replies 39,377 Views

While not based on Morale, faction grudges, alliances and cyclical wars were implemented well in Master of Orion 1 & 2. You were able to form trading partnerships both economic and technological, alliances and go to war several times both by "cold war" espionage and hot war over hundreds of years. This built up a sense of charm and personality to the game and the various factions as the player developed a desire to face the bitter rival even across several games. Addit

11 Replies 10,025 Views

I believe the basic premise is very viable, but its presentation and design needs tweeks of course. One can look at the precursors of this type of individual economic and victory path system in games like Civilization and Master of Magic. Master of Magic especially allowed the player to specialize cities for certain types of resources or units. Depending on the structures built, you could have cities specializing in: 1. food production 2. mana producti

40 Replies 39,377 Views