Well how about this then? Sov can get anything free, BUT the shop only contains items that the city has built previously (to equip a unit). That gives the realism that the sov can have whatever they ask for, but balances it out a bit. It also sort of makes sense - the shop isn't likely to have full plate to sell if there's no armourer in town making it. And to stop the sov just repeated asking for stuff and passing it on to all his champs, maybe limit a shop
Astarach
If we're talking realism, then surely the sov shouldn't have to pay at all. Can you imagine the president or prince Harry or whoever walking into Guns'R'us, saying "I'm off to serve on the front line" and the guy behind the counter saying "That'll be 300 gold, your majesty"? Of course, that sort of realism probably isn't a great game mechanic, so it's probably irrelevant in this thread. Sorry. Bye.
I've been toying with an idea the past few days and I *think* it's a good idea but I'm not sure if it's a fun idea. I had the initial idea back in some other thread, but have expanded on it since. It goes like this: - There should be *very* few (maybe none) recruitable heroes on the map. Instead, heroes are spawned from your armies. So each time an army levels up, there's a chance that you'll be given the choice "A hero has emerged" - yo
[quote who="mastroego" reply="4" id="3070933"]Imho, to be an "adventurer" you don't fund research and scholars, you just go adventuring. That's the point of it. Of course, researching Magic and Spells makes plenty of sense, and that is what they should have kept. As it was done in MoM.[/quote] Not entirely. Questing party goes out adventuring, comes across a door with a big sign on it saying "Do not enter! Extreme danger! You WILL be mauled, ma
So I guess I'm not a fan of any spell/skill that has no counter. So....add counters For teleport, add an enchantment spell that either prevents the enemy from teleporting within a certain radius of a unit/town, or scrambles the result, so instead of teleporting to the tile you asked for, you end up x tiles away (at the bottom of a chasm). X could be proportional to how far the enemy tried to teleport. Or, to be really evil, add a "teleport capture" spell, so if s
What if there was a chance new heroes could be spawned by army units reaching a certain level? So your army reaches level 10 with 200HP or whatever, and you're given the choice to trade it in for a single lvl 1 hero with 20HP but a bright future. Text could be something like "A true champion has emerged. Through the fires of battle, a hero has distinguished himself from his peers with amazing acts of bravery/cunning/whatever (depending on hero type being offered). 
Let you hire them, but give them a small chance of defecting (or refusing to fight) every time you send them into battle against their native faction?
Agree. I recruited a governor-type and took her around with my combat guys for a while to level her up but I chanced on combat abilities before I got the Admin abilities I wanted and suddenly she turned into an uber combat type herself and is now indespensible to my armies. Perhaps what you could do is add a "Self Development" ability (or Self-Dev 1,2,3) on the Path of the Gov that grants them a couple of xp each turn they don't move? Or, if you wanted a more UI-heav
Had a thought triggered by "Wandering monsters that are more appropriate to the player’s power still exist (and they get tougher depending on how long the game has gone on, not based on the techs discovered) and eventually can spawn ogres, umberdroths and dragons" It always sort of bugged me that spawned monsters just magically got tougher as the game progressed - why would they? But I had a thought. What if there are a fixed number of dragons in the world (not the w
[quote who="Stromko" reply="2" id="2794437"] I think a big problem with military growth in the game right now is that a just-built city can build units almost as fast as a level 5 city.[/quote] They were trying to represent that it takes a certain amount of time to make swords and then teach someone to swing it, which is fair enough. But what they haven't taken into account is that any school (military or otherwise) has more than one level of student at a time.
What about linking the number of dice to attacker level? So a level 1 character gets 1d20, but a level 10 character gets 10d2. That would reflect a noob with a mace could come up with anything, but once you've mastered combat, your results become fairly predictable.
Now we just need a "MyStatPointsPerLevel" and an "AIStatPointsPerLevel" and we're golden. [e digicons]}:)[/e]
Frogboy: "and I am taking time off this Fall to mod and play with the Elemental AI which I’m very much looking forward to." You're sick and need help....but not til after Fall :P It's that sort of insanity love for your job and for the game that makes Stardock games what they are. Thank you.
[quote who="Rath3130" reply="76" id="2687160"]In closing, I think the starting equipment for your created sovereigns needs adjusting in terms of price. I don't think you should spend points from a talent pool to purchase starting equipment. Perhaps use two different pools, one to use on talents/attributes and the other on equipment. It just doesn't make much sense that I'd have to weigh losing intelligence and gaining a pair of boots, or staying intelligent and walking around on sundered eart
Played for ~3hrs this morn with no crashes, and no slow-down until about the last half hour, so for me, this is the best build yet. Also, I have to say that dragons are very cool, especially when you get one early in the game when everyone else is fighting with clubs and leather armour [e digicons]}:)[/e]
Spell: Zero Visibility. Strategic Effect: Cast on an enemy stack, it simulates the army getting stuck in thick fog or a sandstorm or blizzard or whatever. The result is that the units within the stack may become separated and be moved to different game tiles, allowing you to attack them individually. The way I envisage it working is you cast the spell on an enemy army. Then, if they move the following turn, each unit within the army must ma
[quote who="Shurdus" reply="194" id="2670340"]You can then for example enhance diplomatic relations with others [/quote] Ooh. Ooh. Diplomacy - I will trade 100 gold, for you casting "Fertility" on my population for 6 turns. I like.
This possibly breaks the rule "Something the AI could use", but hey: Spell: Glimpse Future. Tactical. Description: Cast after you've committed to a battle, but before the battle actually begins. Shows what the actual result of the battle will be if you elect to simulate. You're then given the choice of whether to proceed with the simulation or control the tactical battle yourself. I think it would be useful because I generally don't trust
I like the idea of spells that have both a benefit and a cost. For example: 1. Monsterism (Fallen) The unit grows continuously, becoming an unstoppable giant. This growth has the minor side effect of eventually overloading the unit's heart, causing early death, but isn't it better to die bathed in glory than live forever as a worm? Unit gains +1 Str per turn for 5 turns, then dies. 2. Adrenalin boost (Kingdo
[quote who="emmagine" reply="4" id="2640432"]Perhaps it's time to add to the xml UI file?[/quote] LOL! Funny that you're suggesting having nothing in the Ethics tags :P
What about grabbing an idea from Space Rangers? Much of that game was real-time, but every once in a while you'd get shunted into a text based choose-your-own-adventure type passage. Translating to TBS, you enter your moves, then while you're waiting for everyone else, you get to progress your text adventure. You'd need a "Last time, in text adventure world..." type reminder so you'd always know where you were up to, but it would allow flavour quests that could also impact
Micro-manager - reduces the effectiveness of all of your governors.
What about talents that have a plus AND minus? For example, thrifty increased your earnings, but means you can only commence building 1 structure (kingdom-wide) per turn. Or a warrior-king talent that improved you and your armies on the field, but meant you neglected your home duties, imposing some penalty back in the city. I def. liked the idea of some talents only being opened up by combinations of others. Also, could talents devlop or atrophe as the game went
What about treating a road as a quazi-city? You could choose whether to upgrade it from a dirt track to cobblestone to yellow-brick (with or without singing and dancing munchkins to make enemies flee in horror :P ), along with the potential to build various improvements along the route. They could then also have the chance to deteriorate if the owner didn't properly maintain them, or if the enemy occupied them. You already have wandering adventurers - maybe