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Races, Units, Buildings

I propose Nightsstand With Teacup
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Magic Furnace
Hearth Keep
Magical Mill
Mana Plant
Eldritch Harvester
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Currently leaning towards one of the following :

Magic Market
Ivory Tower (it does have a white tower in it)
Wizardry Shop
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Meanwhile, the ships.

I see a few paths to take here :

1. Galley will be faster (4 moves) and Warship becomes slower (3 moves) so it's either fast or strong, the player's choice.
2. Keep galley as is. Make Warship lose transport. So the player has to pick from a powerful military ship, or one that can carry units.
3. Get rid of Galley. It's not important to have 3 kinds of ships.

For races that had up to Ship Yard, we will need to decide if Galley becomes an SWG or a Maritime unit (with or without additional buildings required). In one case races without Galley will to be able to build one, in the other, races with Galley will now lose it. If we pick "3" then we don't need to worry about this.
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I like Eldritch Market myself.

Given the focus of the game on magic, and flying, etc, I'd vote for losing galley altogether, and increase maritimes guild cost to include the cost that used to be spent on the shipyard.
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Already increased Maritime cost.

For now I'm working with "Magic Market" but we can change the name any time.

As for races, Gnolls and Dwarves won't be able to build it (to go along with the no wizard's guild and early race themes.), and obviously Barbarians neither. Everyone else can.

It'll be the prerequisite of the Wizard's Guild. Library stays the prerequisite of Sage's Guild and Alchemist Guild, but goes up to 80 in price while going up to 6 research.
Alchemist Guild loses the 2 power, Uranus's Blessing effect shifts to Magic Markets. (necessity, the new building replaces this power production slot, other solutions would take long to implement.)
Sage's Guild goes up to 12 research and University to 6.

So far these are done, haven't started updating spell research costs yet, nor node power production.
Unsure about the Galley, honestly, I've never used one (unless I was playing one of the few races that gets one but no warship. Even then rarely if ever...)
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I think you have to give the new building to gnolls - they're simply too weak overall. They've got 2 above average units (but those units are very exoensibe to build), but they can't hit air at all. I still consider them the hardest race to play, and not giving the new building to them makes that worse.

Barbarians have bezerkers, so that's fine. Dwarves have mineral bonus, so that's fine.
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I'm tempted to take the easy way out on ships and go with

"Galley requires Ship Wright's Guild and Fighter's Guild" or something like that.
Or maybe require Merchant's Guild. idk.

Let's see what the wikipedia says, I don't know much about ships...

"A galley is a type of ship that is propelled mainly by rowing. "
Oh, so basically, it has lots of people on it.
So how about, galley = high melee, requires SWG and Fighter's Guild, Warship = high ranged cannons, lower melee, requires Maritime?

Then the Warship beats the Galley but the Galley requires no additional building to produce (if you already have your FG) and if you can find a way to engage the warship in melee, you can beat it. Like with Mystic Surge or equivalent.
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Galleys are normally rowed by people chained to their oars so they can't stop. They wouldn't have any extra melee.

In an ideal world galleys should be the only thing that can transport 8 units. However, since AI can't handle less than that, I'd remove galleys altogether.
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Well, I did offer the "Warship loses transport" option, albeit we can't do "less", we can do "none".
Do we need warships to carry units?
Albeit it does have risks since it'd be a nontransport sailing unit, the first of that kind in the game. Who knows if it works or not...

Anyway, Wikipedia says "but also relied on their large crews to overpower enemy vessels in boarding actions."
So I wonder. Once you got your ship stuck to the enemy ship properly, you no longer need people to row.
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