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satchitb

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Posts posted by satchitb

  1. I'd like to suggest an alternate system. In Age of Empires, you could only have two end points at a time, meaning, you placed a wall point and dragged to another point, and that was that. How about, we implement a system where you can place any number of wall points with Shift or Ctrl or whatever, and have the system automatically connects consecutive wall points? This will be far quicker and easier than Age of Empires. Of course, this could encounter problems like stretching walls across water, terrain and other obstacles, but the player should use them intelligently.

  2. Oh dear.

    Pro tip: if there's a pig named Napoleon there' date=' make sausage a.s.a.p.[/quote']

    +1000 for awesome literary reference.

    Until seasons get implemented, how about a Scandinavia-type map where you can't build farms, or maybe, you can only build farms in part of the map (grass, rather than snow). That would be killer.

  3. Given that there are seasons, we could implement a VERY good time limit system. In AoE, it's just a simple timer. You don't get the FEELING that time is running out. Here, you get that sense of dread with every change in season.

  4. I really must point out that Alexander (though he lived in about 300BC) did invade India, and though he did not encounter the Mauryans, his army revolted at the borders of the Nanda Empire, which was the precursor to the Mauryan Empire. Alexander also conquered many lands later owned by the Mauryans, such as Taxila.

    I'm no historian, but I can provide some ideas on how the Mauryan faction can be built.

  5. That predator-prey cycle is wrong. Having a larger number of deer means more food for the wolves, whose population grows. Killing off deer would mean fewer wolves, as they would starve. Killing off wolves, OTOH, would mean more deer, whose population thrives in the absence of a predator. IRL, that would mean overgrazing, where a burgeoning deer population would eat more grass than is good for the ecosystem, but that would be a little too complicated for this game. Your "living nature" might work, but only up to two trophic levels in the food web.

  6. Problem with that is that it makes raiding very easy. Enemies won't need to kill units to make a dent in the enemy economy, just attacking twenty or so gatherers will cause them to drop their load (an average of 10 resource per unit still equals a loss of 200 resource points). That'll cause a huge problem. I prefer the idea of making units deposit their load (or, making the player manually have them drop their load) before changing back into military units.

  7. I haven't made proper timed tests yet, but how essential is it for players to create female villagers? I mean, you could just spawn cheap military troops and get two functions (military and economic) out of them. They'd be faster, and harder for raiders to pick off, as well as being able to hunt with less risk. I don't know what difference in speed there is for construction (female villagers are already restricted in the types of buildings they can construct) and gathering compared to soldiers.

  8. Well, to be honest, in most RTS games, there's a very loose relationship between the name of a tech and its effect. They're not attempts at historical accuracy, so please bear that in mind. That said, here are some suggestions.

    Architecture- improves the strength of buildings.

    Astronomy- tricky one. What DID astronomy contribute to, that we could use in the game. Much like Age of Empires I, we could make it a theistic tech.

    Barter- trade bonus, to be researched early in the game.

    Bureaucracy- another tricky one. I would probably assign it to upgrading units.

    Canals- upgrade to farm productivity.

    Cataphracts- allows the player to produce cataphracts :)

    Coinage- trade bonus.

    Composite bows- greater accuracy and smaller recharge(?) time for archers.

    Concrete- improves the strength of buildings, could probably stack with req. Architecture.

    Conscription- increases creation time for military units (possibly only infantry).

    Empire building- tricky. Improves heroes possibly.

    Engineering- bonus to siege weapons, buildings or any construct really.

    Geometry- improves accuracy of ranged attacks.

    Glass blowing- tricky. I don't know what this might do.

    Hydraulic mining- improves speed/carry for miners.

    Marble work- tricky. No idea.

    Medicine- improves HP of units.

    Metallurgy- improves armour/weapons

    Mills- improvements to farming.

    Monarchic patronage- special units perform better, possibly.

    Organised military- unlocks formations, possibly.

    Parthian tactics- reduces recharge(?) time for archers.

    Pedagogy- priests and heroes produced faster.

    Philosophy- some priest-related bonus here.

    Republicanism/democracy- this would require something creative. I don't know how this might be implemented.

    Rhetoric- techs researched faster, possibly.

    Scythed chariots- chariots (you are implementing chariots, I hope?) do bonus damage whilst taking damage.

    Sharecropping- farms produce more.

    Slave trade (tricky one this; I wouldn't recommend)- buildings or units cost less, possibly?

    Steelworking- Armour/weapons upgrade

    Taxation- more favourable prices in the Market

    Theurgy- priest upgrade

    Town planning- any number of building upgrades can be derived from this.

    Trade posts- trade carts and ships move faster.

    Tribute- allows tribute.

    Water wheel- farming upgrade.

    Weaving- tricky one. I'll pass.

  9. These are some I've thought of (I'm not part of the developmental team, so I have no idea what goes on in their heads :D ). I'm going in alphabetical order; this could take a while ;)

    A

    Architecture

    Astronomy

    B

    Barter

    Bureaucracy

    C

    Canals

    Cataphracts

    Coinage

    Composite bows

    Concrete

    Conscription

    D

    E

    Empire building

    Engineering

    F

    G

    Geometry

    Glass blowing

    H

    Hydraulic mining

    I

    J

    K

    L

    M

    Marble work

    Medicine

    Metallurgy

    Mills

    Monarchic patronage

    N

    O

    Organised military

    P

    Parthian tactics

    Pedagogy

    Philosophy

    Q

    R

    Republicanism/democracy

    Rhetoric

    S

    Scythed chariots

    Sharecropping

    Slave trade (tricky one this; I wouldn't recommend)

    Steelworking

    T

    Taxation

    Theurgy

    Town planning

    Trade posts

    Tribute

    U

    V

    W

    Water wheel

    Weaving

    X

    Y

    Z

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