jonbaer Posted January 5, 2017 Report Share Posted January 5, 2017 I was trying to search + find what the general thoughts were on adding a starvation factor (especially for affecting turtling strategies) but couldn't put together if it was going to be implemented or not. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 5, 2017 Report Share Posted January 5, 2017 No 1 Quote Link to comment Share on other sites More sharing options...
FeXoR Posted January 6, 2017 Report Share Posted January 6, 2017 If a player is sieged the resources within that players arrea of influence are limited. So that accounts for "starvation". (This also goes for trading for the possible traderoutes are short) 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted January 6, 2017 Report Share Posted January 6, 2017 I don't think that turtling is a viable strategy in this game. Maybe that's why it isn't much thought of. Quote Link to comment Share on other sites More sharing options...
Charles Martel Posted July 9, 2019 Report Share Posted July 9, 2019 For starvation, I think that using total population and taking, for example, one food every ten seconds per unit be how it's applied Quote Link to comment Share on other sites More sharing options...
JC (naval supremacist) Posted July 10, 2019 Report Share Posted July 10, 2019 i introduced the starvation idea long time ago. 1 unit will cost 1 food every 5 secs. If 0 food stock, then -1hp every 5 secs. Maybe remove that initial 50 food cost when making an unit Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 11, 2019 Report Share Posted July 11, 2019 In my 0abc mod I've implemented various resource trickles; units consume food, champions also consume silver, houses consume wood relative to their population capacity, structures with default arrows consume food, wood, and silver, etc. And yes, initial food cost is reduced. I think it works fine, but I'm biased, of course. As a consequence resource amounts can turn negative. When one resource does, a player is prevented from spending any resources until all are positive again. I don't know how that can be changed, but it does represent debts and famine (though not starvation). In Cossacks, if your food stock is 0, units will start dying at random. If your gold is 0, your strongest units will revolt, turn gaia, and start attacking you. If coal or iron are 0, cannons, ships, buildings, etc. were unable to fire. Cossacks is, however, a different game (it has no population limit, either). 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 23, 2019 Report Share Posted July 23, 2019 Starvation must work in late game, when you lose all your CC and you are holding buildings. A kind attrition. Specially if enemy is conquer your territory. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1 Report Share Posted November 1 (edited) On 05/01/2017 at 11:28 AM, jonbaer said: I was trying to search + find what the general thoughts were on adding a starvation factor (especially for affecting turtling strategies) but couldn't put together if it was going to be implemented or not. As a mode it would be interesting but not as a core mechanic, like in Fertile Crescent game. Player vs environment. Edited November 1 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
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