I think frogboy is going in the right direction. Although I would still prefer more diversity in physical damage types. Really a damage type should be reflective of a fundamentaly different form of damage. I like GURPS in this way when it comes to damage types. The source of the damage does not define the damage being done. Getting punched in the face does impact damage. So does getting hit by a rock. Does it matter if the rock way thrown by a troll or magically propell
Sarudak
It looks like they already have a different system. I hope it would be possible to mod a completely different economic system though...
I really wish they would reconsider the whole city mechanics. I really would like a system that distinguishes sparsely settled frontier lands from civilized lands. Something that would prevent the whole world from being cultured and civilized by mid game. And one that felt more natural and RPG like in the land feel. I'm not entirely sure what the best solution is. But I know that it's not what we have now.
I like the idea. It's somewhat similar to mine which was to take more of a province view than a city view. And each province can have multiple population centers and resource structures. You have the option of spreading out your people more which is better for growth or concentrating your people more which is better for defense. The problem is that in all the games I've seen that use a province based system (Total War, Dominions, Caesar 2) the province borders are pre-defined. I don't like th
Lol.. .I replied to this long ago. Now though I only grab 1 point of spit when playing UB and use the rest to max ooze, inner beast and diseased claw. This build totally owns a pure spit beast because you can stack so much health not having to worry about mana at all.
Double Post
You should include the mods with Demigod but not automatically activate them. That saves one step of people having to download them. Then hopefully the mods will automatically activate or deactivate if you have them and the game you're trying to join requires them. I hope...
Play with different people...
Honestly I don't like the way city building works at all. I think it clashes terribly with the feel they want associated with the game. From one perspectice cities feel far too small. At first a city includes only 8 'buildings' including houses. And that's for a city accomadating what 200 people? Then we get new tiles for more people but still only 4 'buildings' per tile. So then from that perspective each tile should be a small area logically. So when cities get into the tens of thousands of
Frogboy still hasn't unveiled their economic system that he said he was gonna show to us... To the best of my knowledge anyway.
No offense to stardock but I have a feeling there's going to be alot of mods out there that end up with far more interesting systems than the original game. And if I understand frogboy correctly I think that's part of the dream he's working for.
I don't see how removing the options would make the game more fun OR more realistic.
The penalty is that you didn't get those techs earlier when they would have done you alot more good.
I thought I heard that you only ever get the gold and experience for the base wave of creeps (minotaurs and archers) regardless of what upgrades ANYONE has purchased.
I'm not sure I totally like the exponential increase and all techs in a field come at equal cost part of this plan but I'm willing to see how it comes out.
Fundamentally Stardock would rather make a game that's fun than one that is realistic. You look at a game like Sins of a solar empire and there's little realism in having military and economic concerns be entirely separate fields of research. Nor to I understand why more labs increases how far you can research but how fast. Nonetheless it forms an interesting and fun game mechanic and I believe the game is better for it.
From how I understand it you make a "breakthru" every time you level up a specific tech field.
Games can be strategically deep without complex mechanics. Consider a game like go. The key is to make the choices a player has to make strategically relevant and make sure that players don't have to make a multitude of choices that are NOT strategically relevant.
Yeah I think people aren't getting what frogboy meant about red techs. It's not permanently red. Only red at the level you're at.
I don't see why old tech should fade out eventually. Is there any country today that's incapable of making spears?
Rather than making techs that turn 'grey' research automatically why not have them selectable as specific projects for a small research cost. Say equivalent to the level that it first appeared if you want it to be easy. Or the level it first turned 'grey' if you want it to be hard. This would be similar to my proposal because cutting edge breakthroughs would be somewhat unpredictable whereas the technologies in the 'grey' area are those technologies that are well within your realm of knowledg
There are already more than sufficient random elements to break the symmetry of this game. Random starting locations. Random resource distribution. Random events. Random encounters in dungeons. Random rewards from said dungeouns. Combat has random modifiers. The more elements you hand off to an AI or an RNG the less the player feels like they are really in control of their empire and game. And the less invested they are in it's outcome. Thus leading to a loss of interest. I believe it is vita
THe thing that bothers me about this idea is that production equals science progress. There's no trade off of investing into early tech or early expansion because they're one and the same.
You need to have at least a 386 to run it...
I have never seen a blind or truly random tech tree in a game that I liked.