Hi there, ladies and gentlemen!
Here we go again with a little but a very important update at the same time.
1.- The dwarven race
First, the unit list. We are thinking about what to do with boars and wizards, and also there's the possibility to add axe-throwers and dwarvish weapons. Thoughts?
Settlers
Engineers
Axe-Dwarves
Crossbow-Dwarves
Berzerkers
Wizards
Clerics
Axe Lords
Boar Riders
Catapults
Dwarven Defenders
2.- Economy
Some users have been asking about the base of economics in the game, as we have wrongly assumed that everyone should know how it worked on Master of Magic. In case you want more details, here you can find a great explanation. In Aaron words:
Very obviously, this post is going to address how the economy works in Worlds of Magic. Not surprisingly it's going to work much like it did in MoM and other 4X strategy games. However, there are some differences I'd like to highlight.
I'll start with a basic explanation for those who might not be as familiar with 4X games as the rest of us. First, there are a number of resources used both by your Sorcerer and his subjects. In most cases these are: Food, Gold and Mana. (Undead use Negative Energy, but I'll get to that in the differences section of this post.) Now, these resources are all produced by your population. (Or found as treasures on the world map. Or gained by a fortunate random event. Still, they're mainly produced by your population.)
When you build a city it “claims” a certain amount of territory that the citizens will then be able to “work” (this ties into “city influence” which we touched on in a previous post.) The population of the city can be assigned work in a number of areas: Farming, Production, Research (And possibly “Specialist”, but that's a topic for another post.) The area the city has claimed gives you bonuses to some or all of these tasks depending on what type of terrain and features it is filled with. The structures you build within a city can also effect these bonuses. As a result you can build cities that focus on food or military production or focus on magical research.
So far this is all very MoMish. (I know you couldn't assign “researchers” in MoM, but you could in MoO2!) However, unlike in MoM you will be able to store food, just as you can gold or mana. It will be limited by the number of structures that can preserve food throughout your empire. So, the more granaries you have the more food storage you'll have. Why is this an improvement? Because if you go through a short spell of famine you won't have an unit that “deserted due to lack of food.” That is, of course, until your storehouses are empty.
Another difference is the undead and negative energy. They produce and consume it like food. However, we're not sure we're going to allow it to be stored yet. The debate is still up in the air. It could be rationalized that negative energy could be crystallized and stored, just like mana. However, it might be more flavorful if it couldn't be stored. It could be one of the undead's limitations. Also, no terrain is “naturally” suited to the production of negative energy. It has to be corrupted before it can be used. (Obviously, all terrain on the shadow plane is corrupted at the start of the game.) Nor is any terrain type more suited to the production of negative energy. So, no place on the world map is either great or terrible for an undead city (as long as it's surrounded by land and not the sea.) All places are equally suited to the production of dark energy once the land is corrupted.
Undead also have no need of gold, although a sorcerer using undead will need it. Very few heroes work for the “good cause.” They want to be paid. This means using the undead is going to require you to get gold from other sources. You'll just capture another race's city and make them pay taxes you say! Well, good luck with that! The other races hate the undead and would generally rather die than serve them. Now, there will be ways for a sorcerer using undead to get gold, he just needs to plan ahead.
ttp://forum.wastelands-interactive.com/showthread.php?8875-The-Global-Economy&p=51109#post51109
And that's all. I also want to say that from now on I maybe won't be able to do weekly updates as I have been doing. Soon we will announce really big news, and the team is going to be busier than ever (myself included). Of course I will try to take a look from time to time, but you are invited to take part in our forums. Don't forget to stay tuned . Thanks a million, guys.
Official Facebook Worlds of Magic fansite
Game forum
Here we go again with a little but a very important update at the same time.
1.- The dwarven race
First, the unit list. We are thinking about what to do with boars and wizards, and also there's the possibility to add axe-throwers and dwarvish weapons. Thoughts?
Settlers
Engineers
Axe-Dwarves
Crossbow-Dwarves
Berzerkers
Wizards
Clerics
Axe Lords
Boar Riders
Catapults
Dwarven Defenders
2.- Economy
Some users have been asking about the base of economics in the game, as we have wrongly assumed that everyone should know how it worked on Master of Magic. In case you want more details, here you can find a great explanation. In Aaron words:
Very obviously, this post is going to address how the economy works in Worlds of Magic. Not surprisingly it's going to work much like it did in MoM and other 4X strategy games. However, there are some differences I'd like to highlight.
I'll start with a basic explanation for those who might not be as familiar with 4X games as the rest of us. First, there are a number of resources used both by your Sorcerer and his subjects. In most cases these are: Food, Gold and Mana. (Undead use Negative Energy, but I'll get to that in the differences section of this post.) Now, these resources are all produced by your population. (Or found as treasures on the world map. Or gained by a fortunate random event. Still, they're mainly produced by your population.)
When you build a city it “claims” a certain amount of territory that the citizens will then be able to “work” (this ties into “city influence” which we touched on in a previous post.) The population of the city can be assigned work in a number of areas: Farming, Production, Research (And possibly “Specialist”, but that's a topic for another post.) The area the city has claimed gives you bonuses to some or all of these tasks depending on what type of terrain and features it is filled with. The structures you build within a city can also effect these bonuses. As a result you can build cities that focus on food or military production or focus on magical research.
So far this is all very MoMish. (I know you couldn't assign “researchers” in MoM, but you could in MoO2!) However, unlike in MoM you will be able to store food, just as you can gold or mana. It will be limited by the number of structures that can preserve food throughout your empire. So, the more granaries you have the more food storage you'll have. Why is this an improvement? Because if you go through a short spell of famine you won't have an unit that “deserted due to lack of food.” That is, of course, until your storehouses are empty.
Another difference is the undead and negative energy. They produce and consume it like food. However, we're not sure we're going to allow it to be stored yet. The debate is still up in the air. It could be rationalized that negative energy could be crystallized and stored, just like mana. However, it might be more flavorful if it couldn't be stored. It could be one of the undead's limitations. Also, no terrain is “naturally” suited to the production of negative energy. It has to be corrupted before it can be used. (Obviously, all terrain on the shadow plane is corrupted at the start of the game.) Nor is any terrain type more suited to the production of negative energy. So, no place on the world map is either great or terrible for an undead city (as long as it's surrounded by land and not the sea.) All places are equally suited to the production of dark energy once the land is corrupted.
Undead also have no need of gold, although a sorcerer using undead will need it. Very few heroes work for the “good cause.” They want to be paid. This means using the undead is going to require you to get gold from other sources. You'll just capture another race's city and make them pay taxes you say! Well, good luck with that! The other races hate the undead and would generally rather die than serve them. Now, there will be ways for a sorcerer using undead to get gold, he just needs to plan ahead.
ttp://forum.wastelands-interactive.com/showthread.php?8875-The-Global-Economy&p=51109#post51109
And that's all. I also want to say that from now on I maybe won't be able to do weekly updates as I have been doing. Soon we will announce really big news, and the team is going to be busier than ever (myself included). Of course I will try to take a look from time to time, but you are invited to take part in our forums. Don't forget to stay tuned . Thanks a million, guys.
Official Facebook Worlds of Magic fansite
Game forum