"...+ Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence. .." not a good solution, IMO the best solution would be using BOTH parents essence COMBINED and THEN make it a 80-100% range output - better yet, make that true for all stats of the parents. Otherwise if you keep your original "50-100% of the more powerful parent", Magic would be no more after a handful of generations. We'd be dumber tha
totesende2003
it's already mentioned in basic in thos thread, but i'm thinking something more elaborate as discussed here https://forums.elementalgame.com/395433 different 'tech levels' (3 of them, small, Med, big) of military (only) 'outposts' that have influence and sight radius, but can not harvest resources, and come with ongoing costs in resources (maintainance) with varying bonuses in defenses and healing and/or other features.
well my idea was based on having a "micro city" on its own tile outside citylimits, that can not expand and has defined/fixed properties, like running costs in food, gold, materials and later in metal and crystals too in varying degrees. what about creating a "unit" that TRANSFORMS into such a "microcity" like the Pioneers do ?
ahoy folks, is there a way to make a tile with fixed city properties, but is outside city limits? I'm thinking of so called "Border outposts" in various tech & city levels, that have fixed LOS (depending on tech/city size), area of influence and specific units storage capacity limits and specific ongoing resource requirements, which all depend on tech level and city sizes. basically a "tiny fort", as SMALL version (@ city 3) it's nothing more than a wooden outlook with a few tents