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Showing content with the highest reputation on 2017-04-03 in all areas

  1. lately, Ive been following all those treads about whether or not we should be able to build dropsite outside the city limits and all the countryside / general expansion of territory reflexion. With is present system, the territory mechanic we have doesnt give us an actual new gameplay compare to AoE. It only limits where we can build stuff and where we can’t. Ive come up with this gameplay proposal that would organically organized expansion of territory and give a sens of progression for your civilization. It’s my attempt to bring all together the good ideas i’ve seen people discuss about the subject. I would divide territory in two categories: CIVIC TERRITORY and ECONOMIC TERRITORY both being cast by two different buildings : Civic center and Economic center (or docks for the coast) Civic center: can be construct by a settlers cart at high cost Cast an important area of "CIVIC TERRITORY"(each city cast his own "CIVIC TERRITORY" and can change phase individually) can be used as dropsite for all resources Large capacity of garrison produce citizen(female and male randomly) Can be capture they are the center of a city. You will develop civic and millitary aspect of your empire around it and you will build more of those centers to expand dramatically your territory and to extend your population limits (giving the opportunity of building more houses) without having to pay for a phase upgrade. It would give you the opportunity to build military buildings closer to the enemy and to enable trade between your own cities. Economic center (look like a small group of tents or small trade posts with some storehouse, raw materials and resources on the ground) -can be construct by citizens at low cost -can be used as dropsite for all ressources -Cast a small area of economic territory -small capacity of garrison -Cant be capture (only destroyed) they are the center of you economics activities. you will develop economic aspect of your empire around it and you'll be building more of those centers to gather remote ressources and to occupy strategic point on the map BUILDING THAT CAN BE BUILT OUTSIDE TERRITORY Looktower Economic center Docks Civic center ("ECONOMIC TERRITORY" can be inside a "CIVIC TERRITORY") WHAT YOU CAN BUILD IN A "ECONOMIC TERRITORY" Wooden walls Wooden defences Woodcamp Stonecamp Farmstead ALWAYS AVAILABLE TO BE BUILT IN A "CIVIC TERRITORY" Wooden walls Wooden defences Houses (max 5 within city limits)(need 5 within city to go up phase) Barrack (max 1)(need 1 to go up phase) Shipyard CAN BE BUILT IN A "CIVIC TERRITORY" ONCE PHASE 2(TOWN) IS REACHED a second Barrack Market (need 1 to go up phase) Temple (need 1 to go up phase) Blacksmith (need 1 to go up phase) Stable (max 1) Stone wall Stone defences (you can now produce a settlers cart in your civic center) (need 15 houses within city to go up phases) CAN BUILT IN A "CIVIC TERRITORY" ONCE PHASE 3(CITY) IS REACHED castles (2 max) a third Barrack a second Stable Siegeworkshop (2 max) University Wonder (need 30 houses within city and 1 university) Woodcamp up to 10 workers (only one per "ECONOMIC TERRITORY") give an gathering bonus to workers assigned to it (up to 10 workers) Stonecamp (only one per "ECONOMIC TERRITORY") give a gathering bonus to workers assigned to it (up to 10 workers) Farmstead: can build farms (only one per "ECONOMIC TERRITORY") (2 at the start but can research for more) … more toughts ... I would remove the male boosting female merchanic. It is too much macro management and it would be replaced by the boost given by the dropsite(woodcamp/stonecamp/farmstead) It think warriors helping to build is nice. I would just remove their gather ability. Slaves is great idea!! But i think it should be specific for some civilisation. This why I didnt include them in my overall gameplay. I would clearly see them produced by economic center.
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  2. Was there some dock too? Was there a man or woman in the ship?
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  3. The left click doesn't work on the minimap, which I prefer. The game forces me to left click on the main screen.
    1 point
  4. You can't currently capture or herd elephants; you can only collect food from them. I think with fishing ships you can collect food from whales, but I am not sure how difficult that is considering they move a lot.
    1 point
  5. Oh, so your Temple healing aura graphics won't work without changing the footprint, well that is annoying.
    1 point
  6. That's what I was thinking too. We can come up with ways to make Polar Sea or any other map or gametype work with any new paradigm we come up with. It's all good, as my mother says.
    1 point
  7. art work of my Citizen: Greek version. my vision from the concept.
    1 point
  8. We need hybrid and improved experience and stats system. economy stats, if this experience or stats are increased the unit is bad as fighter. military stats / experience, like current bad villager if they have higher level of experience. in some way like the RPG game, you can't mastery all stats. Other solution is have more variety of roles, like DE. female villager slaves---( this concept can be improved) peasants ( villagers) that can defends with a knife or a club. Suits for some cultures. militia :very mediocre military unit, like a policeman or patroller even a watchman, many of citizen units can kill him. ( similar to militia vs villagers in AOK) citizen soldier:basic , advanced, elite, like actual but may be switch mode, like was suggested by another users in this forum. profesional soldier = champion Champion= a semi Hero that serves to Hero to defend him, an elite version of champion. Basically a promoted champion. ( similar to EE2 Art of Supremacy) Hero=Heroes.
    1 point
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