Perzival12 Posted September 17 Report Share Posted September 17 5 hours ago, zozio32 said: there is always the risk to make the roman too good if we give them everything the romans did All civs built mounds and dug trenches. The Romans were just better at it. If trenches were added, they should be available to everyone. 1 Quote Link to comment Share on other sites More sharing options...
LienRag Posted 22 hours ago Report Share Posted 22 hours ago (edited) I don't remember if it has already been suggested, but what would really better the game would be secondary objectives, and especially in P2. I mean, it's nearly impossible to attack an enemy fortified area before siege units in P3, which means the gameplay lacks diversity. We'd need things to fight for in P1 (like treasures/relics, but ones which would be revealed at the beginning of the game, to remove the randomness of getting there first if you don't know the map already). Note that many maps have Gaia buildings, but it's never (AFAIK) explained whether they have their own roots (some have, so are nice to capture early) or not (most of them don't, which makes them nearly useless to capture early). A few nice-to-have-but-not-totally-unbalancing buildings with their own root territory clearly established, and revealed at the beginning of the game, could be nice. Like towers, houses, markets, storehouses, farms... One map at least have temples with their own roots, it's a bit strong imho but why not. Not necessarily all treasures and relics and buildings-with-their-own-roots need to be revealed at the beginning of the game, it's fine to reward exploration, but a few important ones should. And all buildings should make clearly visible if they have their own root territory ! Of course those revealed at start should be at a minimum distance from the players' starting position (basically no treasure should be closer to one player than to at least another one, and other rewards should still be relatively far away, so that a player sending troops to it can get there before the closest player has finished to capture it if he did send only one citizen soldier). And in P2, we should have things that resist attacks by non-siege units (like garrisoned towers) and simple, unprotected battering rams that can take them down (but slowly, and also are vulnerable to counter-attacks : basically no armor, even against pierce). Not sure what the equilibrium should be concerning resource gathering : we'd want something that can be built in the open (to serve as a secondary objective for the enemy), that is resistant to non-siege units once garrisoned but can be taken down by these P2 rams. But also not something that makes it too easy to build outside territory, so as not to compete unfairly with the Kleroukia or Town Center. Maybe something that take nearly as much time to build than a Kleroukia, doesn't cost metal and costs only 50 or 100 Stone ? With less hit points, less garrison, and way less territory around it ? Edited 22 hours ago by LienRag fixing typo Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 22 hours ago Report Share Posted 22 hours ago 14 minutes ago, LienRag said: I mean, it's nearly impossible to attack an enemy fortified area before siege units in P3, which means the gameplay lacks diversity. I partially agree, but you don't have to attack the fortified positions to be ahead. In fact, you should ignore the buildings and go after the enemy's gatherers. In multiplayer games, people will resign once they see you are far ahead. This is possible even in P1. 2 Quote Link to comment Share on other sites More sharing options...
LienRag Posted 2 hours ago Report Share Posted 2 hours ago 20 hours ago, Deicide4u said: I partially agree, but you don't have to attack the fortified positions to be ahead. In fact, you should ignore the buildings and go after the enemy's gatherers. Right. I tried to do it against AI but it requires a whole lot of micromanagement - one misstep and you lose your units to enemy arrows. With Britons I sometime succeed at it with the starting dog, but most of the times it still gets killed (after doing some havoc, so it's not a total loss). Quote Link to comment Share on other sites More sharing options...
LienRag Posted 2 hours ago Report Share Posted 2 hours ago We could also have Shrines, that work like Relics but are unmovable (and have their own territory root). Some of them should be revealed at start, others would need exploration to be found. They'd need to be apart from each other and far from players' starting positions. If they take long enough to be captured, that would allow for more interesting tactics than just surprise attacks... Another thing we could do with Relics is to forbid them to move too close to another Relic (like, minimum distance would be half a starting territory away). That way the player that gets more of them has to spread them, allowing for enemy raids to try to capture them. 2 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 2 hours ago Report Share Posted 2 hours ago (edited) 50 minutes ago, LienRag said: We could also have Shrines, that work like Relics but are unmovable (and have their own territory root). I love this Edited 1 hour ago by guerringuerrin Quote Link to comment Share on other sites More sharing options...
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