Civic Victory: "Making the world as it was meant to be" is suppose to be a large part of this game. As I see it, one way of doing this would be to bring back the golden age. To this, I suggest you should have to construct all the "per game" unique buildings (wonders) from the civic research tree. In addition, there would be a new upgrade for "golden age" (or something similare but better suited to the faction) that unlocks a wonder that has no purpose other than acheiving victory. As
Gwenio1
I think AoW:SM has a better idea for regeneration as an ability; in that game it causes your HP to return to full by the next turn.
Yes. Therefore you should consider designing faster units.
I have one in my 1.08 game.
[quote who="datorum" reply="10" id="2781317"] Quoting Lyander, reply 9 Organized was over powerful becuase it allowed you to carry around the powerful but slow units and it neglated your sovern down to a taxi that could toss out a few spells. for me it just costs a bit more to put boots cloak and horses on my units so they are able to move quickly my soverns stack still has a movement of 4-5 just can't carry around the OP summon creatures and move that quickl
The units you get through Diplomacy and the empire equivalent cost only gold.
Some cloaks are gender restricted and only the race of men (Kingdom of Altar's race) can use the boots.
Walls give increased max hp, but do not increase current hp. Bug: In battle buffs do not go away, they are still present for the next battle. Now I have a party of archers (4) with 70 attack instead of 30 due to buring blade.
[quote who="Kalin" reply="8" id="2780937"]All they really need to do is balance the attack of bows a bit like they did with other weapons. Short bows = 2 atk, long bow = 3 atk, then add a couple of better bows that eventually reaches and perhaps even bypass the strength of the current bows. Thus, you could still have bows from the getgo for archery factions, but it won't be nearly as op, and you'd still be able to use them later if that's how you like to play the game, you just need to resear
If you keep lossing then changer how you play. A good idea is the push research early.
I am moving over to https://forums.elementalgame.com/397365 for posting my ideas for cities and the economy as a whole. I would prefer to flesh out the idea of building maintainance there. It sounds like something that could be interesting if done correctly, but needs to be well thought out.
It was not removed, it was simply made unavailible when creating new sovereigns.
[quote who="Tasunke" reply="12" id="2781210"]I'd rather have a Building-based maintenance cost. (and perhaps have buildings/population matter a bit more??) [/quote] Some of the big buildings with an impact on the game compairable to that of a company of soldiers should, but I am not a fan of having all buildings take upkeep. It does not have to be one or the other, it could be both.
Posted it, though I will be editing in the reasoning for this model (but it is the same as in the first post here).
City Spam: Currently, mass producing cities is a way to easily win, and is the dominate strategy as opposed to a few large, well placed cities. The goal does not need to be removing city spam as a viable strategy, but to make it require some effort and not make a better planned approach pointless. My plan has two parts, one to make founding cities more difficult and one to make it harder to have a larger kingdom. Reviving the land is suppose to be part of the game, so
Some cloaks are limited by gender.
Later I will be posting a more refined version at https://forums.elementalgame.com/397068 that will have both the distance idea and something similar to the forbidden palace. The target result is building the smallest number of strategicly important cities and building as many cities as possible are equally valid and effective strategies.
Resource collection: As it stands, nearly all resources come from resource tiles; however this is not the way things are in the real world. With enough technology, most places can produce food (as a note, the "Fertile Cresent" where one of the first important civilizations arose is not a good place for growing till you have good irrigation and flood control). I prepose that cities be able to produce buildings that have low output food production (1), take 2x2 tiles, have the number li
Yes, though with the Empire (I have not played them, only taken there cities) 5th level cities need to still have 2 to 6 or so houses to maintain the 1000 people needed. I think that when you are not building stuff, the population cap should slowly rise (effort goes from building special stuff to expanding the city).
[quote who="Henry_Morgan" reply="7" id="2780635"]Plus, pirates still exist today. Ninjas are no longer [/quote] I thought that ninjas were just better at keeping their activities quiet.
[quote who="Gravedancer" reply="49" id="2780471"]I played AoW:SM this weekend and feel the same way. Shoot, last night I was up until 3am finally finishing off one of the early missions. There are a lot of things that AoW:SM just seems to have nailed that I wish were in EWOM. I love the tactical battles. One small element I really like is how when you move a unit away from an enemy unit that they get free attacks. I lost a few units to it cause I keep forget
Housing and Food: I think housing should not be something you build, but rather when a city is not contructing buildings then it is being expanded to hold more people (like it does on level up now, only it would be on a per turn basis with small increases). The rational for this is on level up kingdom cities are then capable of housing more people than was required to gain a level, so after its level maxs out there is no reason to keep the housing as it is redundant. If&n
[quote who="Sethai" reply="3" id="2780634"]but if the people die the houses still cost you food! and if you don't link income to population there's no penalty to shipping people off to found new settlements. when you can easily build a self sufficient settlement at no real cost to the rest of the faction, then of course people will spam settlements to grab territory. so far as i can tell, population currently serves no purpose other than meeting level-up targets and training infant
Civ owned? No. Visible only once you do the research? Yes. Civ specific quests? Yes, but it could just be a setting for the quest and only select groups can aquire the lore to find it. I do think it is correct for first comers to get more, but faster spawns of new quests would be good.
As it stands now, cities are bland. This is a discussion to make them interesting. This post will include ideas for topics to discuss. I think an all encompassing thread is needed for the subject so a unified system can be thought out. (my own ideas will appear in later posts, and it will be later today befor I have time) Buildings: Variety: As it currently stands, there is not a lot of variety in cities other than resources and a few with with uniqu