John_Hughes

John_Hughes

Joined Last seen Member # 704682
50 Posts 1,223 Replies 12,490 Reputation

Do a Khan on them. Put the citizenry to the Blade and when that is done, if you don't like the local Architecture, (Fallen Filth) simply raze all but the fertile lands and start over. A Volcano works too. :)

45 Replies 111,982 Views

Also, as mentioned somewhere above, that the defenders should not have to come out of the Fort to prevent a force from simply passing by regardless of attrition. Losing a small percentage of a force to bypass what could otherwise be a total route would be a small price to pay... Even if they are granted bonuses for proximity, it pretty much defeats the purpose of building the Fort, for their protection and defense

89 Replies 138,715 Views

@ Demiansky Great story. Sadly it to has a built in hick up. If the man with the gold coins simply carried on, through the next Mountain Pass he would behold "Antharia" the city of Soverign Jeddoria. Many of its inhabitants know of this thing called gold co

141 Replies 249,569 Views

[quote]"(Realistically, you can't put 2000 people to work building a library anyway.)"[/quote] A valid point indeed but since we are brainstorming it would also make some level of sense that a town of 20 would require more time to build a school, than a town/city of 2000 given that there are other things going on in both towns that require Pop coverage, thus a 2000 Pop town could dedicate the 50 needed labor to ac

94 Replies 213,376 Views

@Tasunke Fair enough, but I hope this doesn't turn in another Rome Total War game. My point was this. Seeing as the SOV is everyone's starting unit, has the ability to Level and get tougher and tougher, it seems a bloody waste of what may be, or obviously will be, your strongest battlefield asset by sticking his pompous and illiterate Ass in a city just to gain his "B

46 Replies 16,596 Views

If the "Global Resource" transportation issue takes into account that build times include the required movement of said materials from a "have" town to a "have not" Town, via Caravan, than it is not that big a stretch to imagine it working as in reality. When was the last time you waited for the Grocery truck to get to your Market to supply you the Oranges you bought? We take for granted that someone else, "the gre

94 Replies 213,376 Views

[quote who="cephalo" reply="21" id="2585869"]I would still like to get you guys thinking about some function for the standard map tiles. Right now, their only function is to provide distance between points of interest. I think this is inefficient in terms of the fun potential: man hours ratio. You already have to make the map tiles, now you just have to make them do fun things. [/quote] @cephalo <p

35 Replies 68,815 Views

[quote]"We do let players connect roads and have caravans to increase their resources."[/quote] 1Z! 1Z! 1Z!

94 Replies 213,376 Views

I am going Green now. If you keep "local" needs in place vs Global resources to produce, then the sky is the limit to City diversty. Global + travel time for non-local needs vs movement cost overland will solve it all. right?

94 Replies 213,376 Views

If you could produce/Sell just 1 copy for the Intellivision Cartridge system, please do. My machine needs a truly new game. The DnD cartridge is getting old after 30 years already. LOL I won't hold my breath though... Baseball never fails

141 Replies 249,569 Views

I still like the "I have a Layer to write on " , you have a "I have a Layer to write on " idea. All my names are on my Layer, your names on your Layer . Eventually you will fight on your soil or his. If at home, at least your guys can record the loss/win on the properly named hills. LOL

35 Replies 68,815 Views

[quote]"Ironically, I can’t yet build a farm because I need more materials. It takes 10 materials to build a farm and I only have 5 right now."[/quote] Can I get someone, other than Frog, to post a card showing this requirement? I oft wondered why "local" resources were not available until I had what I thought was a Pop but is now revealed as,

141 Replies 249,569 Views

[quote]"Sovereign trumps all, and when Sov is in a city only his traits effect the city."[/quote] Unless your pair of hand picked Gov's combine to outshine even a resident SOV. Intrigue ensues btw :) Just a thought! [e digicons]:thumbsup:[/e] P.S. My twitch has returned btw. Slight. it is. but ... (yoda voice)

46 Replies 16,596 Views

Combined both of those and you got a winner! If I have just taken a City, by force, it may not be the Military structures I replace. I brought my owm Population LOL! [e digicons]*_*[/e] ;) This gets me thinking of Govenors again. Perhaps 1Z might help us find out a more realistic game pace (time per turn) as well. Govenors would be a Mod boon I think.

46 Replies 16,596 Views

[quote]"I can easily imagine, as this creature is fighting with 4 weapons in the same time."[/quote] I was thinking more "Recruit" for that one. :) As for the How much Stacking might be allowed on weapons? I could think of a nice one-handed club with Blunt, Pierce and Slash damage, without any Magic yet.

82 Replies 162,125 Views

Perhaps Zones of Influence, ZOI's, could be a good middle ground. The enemy would be hesitant to enter these areas as they alert the defenders inside immediately, via pop-up, or whatever, to their presence (range could be tied to the noted defenses mention below, thus avoiding attempted end arounds with large battle forces. Other negative effects could be applied to enemy forces based on what the Outpost/

89 Replies 138,715 Views

Or take the Hub and Spoke idea and apply it here it becomes more evident how the Global Store will operate. Assuming my first City, plunked down on a Food Resource, is the Hub of a soon to be Wheel made up of outlying towns. If and when any outlying Town along the connected Hub, via the road/spokes, is cut off, it loses access to the Hubs resource pool of Food. Easy to understand, <span style="font-size: sma

94 Replies 213,376 Views

If the real "Infrastructure" that is required to make items via Forges, Smithy, Smelters etc, are left "Local" to individual towns, while the "Supplies" required to actually produce said items remain "Global", there is still hope for some Depth in unique Cities to be had. If it comes down to having a Forge in a City to provide simply more "Storage" space for iron ore, and not a prerequisite for Sword production </s

191 Replies 604,949 Views

Will the required Infrastructure still be needed in any town that requests a unit to be built? Except horses of course... Example, I own 2 Towns seperated by 50 miles (abstract). Town 1 owns resource Iron, a Forge and a Smithy. It has also coralled somes Horses for use. Town 2 is quite new and does not yet have

191 Replies 604,949 Views

I have to think that creating a HYBRID 4X/RTS/Strat game would have it's challenges and perhaps become different. But I am starting to think that we are throwing out the baby with the bathwater. I am not one of the "few" micro nuts, but I am also getting paranoid about whether this is a Kingdom building game, up to the point where the wars start and then it becomes a mop up op, or a game that allows for Strategy, b

191 Replies 604,949 Views

[quote who="KillzEmAllGod" reply="23" id="2579818"]graphics don't look like much yet. [/quote] LOL here was the quote I wished...forget it

30 Replies 5,627 Views