i3elial

i3elial

Joined Member # 3059225
0 Posts 4 Replies 309 Reputation

Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. <span st

64 Replies 162,093 Views

Diversity. I think Kalin was spot on on how the game should evolve with the "A" being the foundation of your kingdom/empire. In this phase, though, I think a lot of diversity should be added to define each faction. Campaigns and stories are great for painting the picture that depicts the personification of the faction. Faction-unique units, technology trees, resources, and even AI algorithms. Just as an example, the kingdoms have refugee camps that produce extra populat

193 Replies 144,555 Views

Why is the elven faction using all the Altar-related buildings and techs? Not nit-picking, but curious why so much work would be put in to identify a new faction and then subject it to an already-designed tree. Things like faction-specific resources, buildings and even quests could really spark the whole community project into different branches. Dark elves, anyone? Or even Raven's bone-chilling skeletons/undead faction.

598 Replies 3,043,466 Views

Adding to the discussion--how about the implementations of parties/armies+? I am a little confused on how these are to be incorporated properly via physical properties; for instance, if one soldier takes up one tile, then how is it that additional soldiers cover the same amount of ground? via hex tiles, that is. Currently, a single object can be attacked from 8 sides. Would it be easier to implement a larger object that has additional tiles to be attacked from and remov

140 Replies 329,401 Views

Out of curiosity, have you tried setting the actual rations to 1 and 0 to see if it has any affect? I don't have the game /code n front of me to test, but it may only allow one variable to pass.

7 Replies 6,301 Views

Increase the initial output of each neutral faction tier one building and allow them to compete with major factions but only as a one city wonder--disallowing them to create additional pioneers. If the buildings are based off either the kingdom's or empire's building mechanics, then increasing the bonuses substantially for when the city upgrades into the next level could be a likely work around. Having their unique resource only be available through trade would also inc

0 Replies 2,817 Views

For colorblind folks, is there any chance in changing the appearance of what tiles can and can not be placed on (Once the city is founded, of course)? Perhaps strike through, an outline, or something similar would be greatly appreciated. I'm sure similar issues may arise as well where color related difficulties could be addressed. Thanks.

25 Replies 60,941 Views

I am probably old-fashioned, but turn based per faction is much more suitable for me for a few reasons. 1: If there is no pressure on how to develop your grand strategy, then error is less likely to creep up. 2: With simultaneous turns, it can begin to be a 'wait for your opponent to make a mistake' to capitalize. Albeit by having an ungarrisoned fortress or after a badly played encounter. 3: Map, technology, and events will always play a factor in a gam

187 Replies 427,300 Views