OutlawDR

OutlawDR

Joined Member # 4011724
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Allow organic dirt roads between cities within a certain radius of each other. If you want longer distanced, strategic dirt roads (or simply dirt roads of your choosing), get soilders to build it. If you want expensive paved roads, get soilders to build it. And by "soilders" this could be mean cheap, easy to train "peasent milita" type units, or you could get your uber knights of pwnage to do it too. Up to you my 2 cents

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[quote who="vieuxchat" reply="232" id="2549075"] Quoting Outlaw, reply 230 Quoting Tridus, reply 227 Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it! That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer any

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[quote]When a sovereign loses a battle, he is sent home to his nearest city. Our plan is that sovereigns do not die until their final city is taken UNLESS they are attacked (or attack) on land of the opposite arcane alignment (life/death magic influenced land). If you’re sending your sovereign into battle into the Fallen territory (or vice versa) and lose, it’s over but that’s a case of the player making a very deliberate decision/risk assessment. You cannot be a

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[quote who="LordTheRon" reply="15" id="2549126"] Quoting TheProgress, reply 8 quoting post WHEN can I get into the beta? Officially the answer is Beta 2 which won’t be until mid next month. However, if you have pre-ordered (or plan to pre-order) we may open the beta for one day this next Thursday and let everyone who has pre-ordered the game up till then in so that if we have to delay beta 2, users aren’t having to keep waiti

81 Replies 260,255 Views

[quote who="Tridus" reply="227" id="2548709"] Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it! That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.[/quote] <a id="ctl00__Content__RepeaterReplies_ctl14__LinkU

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[quote who="vieuxchat" reply="201" id="2548014"]Food isn't global. It's a per/town basis. But ! Caravans add a percentage of every town connected. For instance you have two town A and B. Town A has 10 food, town B has 20 food. If a road exist between them, then town A get 10 food + 10% from food of town B (2) = 12 total food. Town B gets 20 + 10% from town 1 (1) = 21. So roads are really important, and caravans delivers gold each time they arrive in a town.[/quote] We

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[quote who="vieuxchat" reply="198" id="2547974"]@outlaw: yes, both a food-limiting factor and more options for bigger cities are good things. But I don't like the food limiting factor because it just take away some options from the player. Instead of limiting the player, the game should let him with choices. Not "you can't go there. Not enough food" but somthing like "if you go there you'll have to take care of <list of nasty things but you can lessen through research, quests, d

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[quote who="vieuxchat" reply="138" id="2547178"]@outlaw : When you "spam" cities, you have the choice to put your gold in another project. My ideas come from the fact that if it's more interesting to expand already existing cities, then you won't spam. Imagine you have 4 cities. Why would you build a 5th city if expanding one of your already existing cities get you better results ? That's what I tried to show : we build cities to get more roads, to get more population, to get more

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[quote who="Tridus" reply="135" id="2547126"] Quoting Outlaw, reply 132 Not quite the same since it results in less finer tuning of the system. Simply using houses, there would be no way to assign a city to import and then export to another city. Plus no way to priortize importing or strore food. Yes you do. Exporting is automatic, food is exported to wherever demand for it is if the city producing it doesn't need it. Why would I need an option to enable that, not exporting exc

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[quote who="Tiefling" reply="127" id="2546980"] Quoting psychoak, reply 112 Proposal 1: Each city has a "food footprint." This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources. Each type of terrain then produces a certain number of points. The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst. The size of a city is determined by t

247 Replies 547,190 Views

[quote who="vieuxchat" reply="125" id="2546950"]I don't like food-prints. It's just too abstract, and use a different layer than the one we already have. Of all the ideas suggested in this thread, 'food-prints' is one of the least abstract imo. If you have a tile with fertile grassland you get a X amount of food from it. Very transparent and to the point. It can easily be added to the current system of crop resources. Tiles with crops resources

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[quote who="Winnihym" reply="116" id="2546662"]Now, there's an idea, Cerevox! Let's say I want 5 cities, and I want them close for defensive purposes. They all have a point score associated with them; following psychloak's idea of having a certain number of tiles that must be allocated to each city to "feed" it. I have to have a vast ring around my "quint-cities" area that's providing the resources, so I need to set up the infrastructure around them. If a city is

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The food footprint could be seperate from farms, similar to how it is in Civ. Im sure most of you know this, but just so we are all on the same page....in Civ, all tiles produce food, even the undeveloped ones. It all depends on their land type with more food in grasslands, but zero food from deserts. Building a farm on the tile increase how much food was produced. Special crop resources (wheat, corn ect..) were scattered throughout the map, and building a farm on it would give you ac

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[quote who="Cerevox" reply="3" id="2546494"]MoM also had the counter-magic spell that functioned like a precast dispel, incredibly useful. Only issue was, if your casting power was more than a certain amount higher then your opponets, you could pretty much lock down the field and he couldn't cast anything at all.[/quote] I like it. "Precast dispel" is how counter magic should work imo. Some of my favorite arcade fighters had counter systems that involved inputing the counter for a par

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[quote who="Unicorn McGriddle" reply="115" id="2546658"]I can see food footprints interacting interestingly with the resource system. Presumably the biggest cities will need access to plains, but certain resources will only be found in the mountains. Perhaps you can get horses in your metropolis, but you'll need a tiny mountain town for your iron.[/quote] And both those cities will be competing for the same land, so building more cities only serves to have smaller cities.

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[quote who="psychoak" reply="112" id="2546621"] "Proposal 1: Each city has a "food footprint." This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources. Each type of terrain then produces a certain number of points. The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst. The size of a city is determined by the number of points in its food

247 Replies 547,190 Views

[quote who="KellenDunk" reply="52" id="2546173"] Quoting Tridus, reply 51Quoting KellenDunk, reply 50 You do realize that cities are actually the highest rank for a settlement, right? Your argument loses all sense when you replace "City" with "outpost" Since one of the proposals to fix the problem was outposts incapable of growing into cities, I believe everybody does understand the terminology. The entire objection people have is the idea tha

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I wonder if we can export models made in Spore into Elemental. I know people are able to export them into Maya. There are some really kickass creatures made with Spore). http://oceanquigley.blogspot.com/2009/07/how-to-export-spore-creatures-to-maya.html Even if you know how to model, the vast, never-ending library of creatures, vehicles and buildings in the Sporepedia, will give m

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I agree, the reveresed image looks aethetically better. Boxes nowadays have that front cover that opens up from the right. The reversed image looks like its enticing you to open up that cover and read about the game. The original is awkwardly looking at the spine of the box. Also adding an army in the battlefiled with some sort of big beasty in the middle would give it some added epicness. I would personally shift the castle and soverign a bit more to the edge, to give more sp

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