Sethfc

Sethfc

Joined Member # 2827880
0 Posts 22 Replies 530 Reputation

I love how they allow our input to actually change the game they open the beta's up so early in DEV that we actually got to help the DEV's make their design dicisions and ontop of that we actually got a chance to watch the game grow and i must say i love it even if i seem alittle bit ticked off at times. And stardock in general is awesome when i heared that they were makeing a fantasy roleplaying game i instantly knew it'd be great.

19 Replies 69,311 Views

I am trying to debate and help the game its just that people become annoying when they don't pay much attention to things. The reason why their's Races And empires and kingdoms is because of the storyline and the fact that this is a FANTASY rpg having only humans in a magic game is silly. besides game mechanics wise? i would believe that RikazeMA said exactly as i would on it. Simple mechanics to deal with the treatment of the race besides t

45 Replies 112,419 Views

I'm really sick of this debate and wish we could reach compromise however we are both 'extream' in that one camp is full of people whom only want simplicity and i'm sorry but if you want that go play a arcade game. side Two is filled with people whom want alot of complexity *Me included* But i will admit this sometimes that is a bad thing. Solution Combine two in a simple fashion by creating a complex echonomy but making it capable of being automated and delt with easil

94 Replies 214,206 Views

Zones of control as i stated before should be A. Zones of attrition caused by forts based on what units are garrisoned. B the ability to attack ANY enemy moving past *only once as if multiple enemy troops move through the area seperated into different companies only one can be stopped effectively at a time* C a way to enfore territory/trade also with the forts you could control local traderoutes tax the roads/toll merchants and keep down native monsters thereby establishing a

89 Replies 139,628 Views

*sigh* Races have special traits buildings design etc. even spells so shush they are needed and can be balanced and can work I'm through arguing with those whom do not even look into the game before commenting.

45 Replies 112,419 Views

Um. Onething Female heroes ARE IN THE GAME. Don't whine about it without actually looking it up. and Two, In the medieval ages women were KILLED for fighting most R.P.G's take place in a medieval esque time frame so in games like total war and knights of honor ETC. it makes sense that they wouldn't fight as those games are suppost to *for the most part* be based on reality. Now i myself don't mind females fighting as they h

26 Replies 114,792 Views

Yeah i agree with Tasunke. But also make it similar to galciv but more roleplaying so that gov's can be told to automatically manage cities in a certain style or freeform and they will auto construct and build up that outpost. It takes away micromanagement for those that CHOOSE to not want it. I believe Tasunke supports this I'm just pointing it out to ensure it gets said.

46 Replies 16,903 Views

I agree with soulfire but i also believe forts/castles should spawn 'Patrols' based on their garrisoned commander *its determined based on a skill similar to city Govening* and these patrols should attack bandits monsters and even harass enemy forces. Also the presence of the fort should be able to cause attrition if its commander has certain skills like gurilla tactics or scouting forces garrisoned in the fort *as the scouts will go out at night and burn camps steal food etc.* this would mak

89 Replies 139,628 Views

Points is stupid to use to measure victory. However we could make it like in Galciv 2 Random 'Epic' events can switch the tide as in lets say. Your losing to an huge and powerful kingdom of men which is good. You are a death mage or at least have talent in dark magic and are an empire. In response a new spell/tech opens up to begin utilizing Disease/viral warfare to infect armies and cities causing people to wither and die from a plague your peopl

19 Replies 7,320 Views

Well wouldn't it make sense if they did indeed fulfill material requirements in cities nearby but if it was done on a local level like as in. If a citie close by has multiple workshops then the new outpost/city can get more production as a bonus because of importing it in for the project so their Work/Manpower for the project remains the same *and therefore production is still somewhat slow* But the material work and requirements for things you could import is reduced t

94 Replies 214,206 Views

Yeah Frogboy it does apply to local too there's no reason to not have a local system that functions similar to how me and tasunke have been saying.

94 Replies 214,206 Views

Eh I think we ought to have a slightly more complex economic model as i said earlier. The only compromise i settle for is that it can be done automatically. Or have it as optional altogether. But still i perfer a more complex and logical economic model that allows greater management and more awesome features.

94 Replies 214,206 Views

Yes there we go you get it. Tormy To Tridus and rising legend Thing is Global resources means its Instantly there and everywhere and always available just because the road connects. Local means it must be transported and takes time and has costs associated and is more dynamic it also means you can trade resources locally with Other kingdoms cities in a more realistic way. Also it makes sieges different as

94 Replies 214,206 Views

yes but even then if it is connected you need siege to stop that connection and how long does food take to arrive on the network? caravans and villages farms and infranstructure fix this issue.

94 Replies 214,206 Views

Well you could make it so it slows down armys provides attrition *the enemy can leave their fortress burn your camps attack you etc. and harass you untill you confront them* and they can choose to intercept you should you try to move through the area 1-2 tiles around the stronghold therefore allowing them to block movement but making it realistic.

89 Replies 139,628 Views

Drrob somewhat agreeable but it should be abit more complex as economics play their role. And if you don't want to deal with complexity you could turn it over to your 'nobility' A.I which can manage trade and economics.

94 Replies 214,206 Views

Well you could make it possible to have rebellion if a meter/gauge of Oppression/happiness/order falls to low these 3 factors are like to say Oppression is an evil form of order which reduces city maintenance when it reaches a heightened level. Order being the same way but with more just and fair ideals oppression would build a tower and guard and oppress and execute criminals, Order on the other hand would build a social court and give people trials etc. as well as setting up charitys to get

46 Replies 16,903 Views

Well they could make it so its based on a mixture of your populations natural attitude *Evil people should have less maintenance as they obey gov easier and good has to appease the populace* Whereas Good people tend to have efficent and rightious people whom want to help eachother therefore the building of special buildings for alignment could be used to lower maintenance the courthouse/Social court *a court where one has a jury and is not guilty unless proven so* for good players would be us

3 Replies 4,276 Views