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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Topic: Climate and Weather Posted: 05 Oct 2011 at 17:37 |
Kilotov of DokGthung wrote:
you will know the wrath of elements if you stay to close to the ocean.
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+1
Totally!
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Kilotov of DokGthung
Postmaster
Joined: 07 Jun 2011
Status: Offline
Points: 723
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Posted: 05 Oct 2011 at 17:23 |
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you will know the wrath of elements if you stay to close to the ocean.
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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Posted: 05 Oct 2011 at 17:08 |
That does sound very cool Albatross!
The current 5% food bonus in autumn and 0% during winter are like minor irritants in city management rather than something of much strategic value. The same can be said about the biome warfare buildings - just another % bonus thing that adds little strategic depth.
Travel and attack/defense penalty based on weather and lighting (day or night) would make the battles something more than just number crunching. Cavalry might find the plains less friendly during a rain while a group of archers camping on a hilltop could be vulnerable to an ambush when there is a thick fog. From a close distance, a player could predict/watch the climate and attack more effectively while someone sending armies from a far away city does not have that luxury.
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tallica
Forum Warrior
Joined: 27 Jun 2011
Location: Seattle, WA
Status: Offline
Points: 378
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Posted: 05 Oct 2011 at 16:29 |
Grego wrote:
Maybe weather could be used in battles like rain penalty for archers, mud for cavalry etc.
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This sounds more like a good usage for magic (blights on the battlefield?) than for 'random weather events'. I think we'll see magic overall be changed once we get pathfinding and shipbuilding and those other far off "soon" items. For now all I want is some alliance lovin (forums and other stuff), Trade T2, and.....dare I say it? FACTIONS!  Let's work on the stuff that has been mentioned and is already on the dev plate.
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Grego
Postmaster
Joined: 09 May 2010
Location: Klek
Status: Offline
Points: 729
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Posted: 05 Oct 2011 at 14:39 |
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Maybe weather could be used in battles like rain penalty for archers, mud for cavalry etc.
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Albatross
Postmaster General
Joined: 11 May 2011
Status: Offline
Points: 1118
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Posted: 05 Oct 2011 at 13:28 |
Agree HM, you've found the best counter-argument, about finding the 'fun balance', but what we have seems too stable and predictable! Small independent civilisations should be at the mercy of the elements to some extent.
The current state, and the way this game is developing, favours the player who concentrates cities in a small map area. If we have regional periodic variation in weather (like a multiplier on biome shifts, to give occasional local extremes), then there would be more incentive to plant cities outside the immediate area for redundancy and "not putting all one's eggs in one basket".
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 05 Oct 2011 at 11:07 |
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Regional weather conditions are already reflected in the per-biome resource layout trends, and seasonal ones by the season. You could have more frequent fluctuations, but where's the "fun factor?" To me it just looks like a way to annoy people who are trying to find an optimal stable balance.
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"Apparently, quoting me is a 'thing' now." - HonoredMule
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Albatross
Postmaster General
Joined: 11 May 2011
Status: Offline
Points: 1118
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Posted: 05 Oct 2011 at 10:26 |
Those lunar and seasonal cycles change the resources bonuses, but there's potential for a little more variation there: - Variations to res bonuses ±16 for weather, varying week by week, distributed so the extremities are rare.
- Variations around the map, and a simple cellular ecosystem that extends beyond the map, so that weather moves around, and can be observed and approximately predicted.
This can be kept very simple to be effective. You'd have scenarios where: - A very cold snap during the winter
- Rains that affect travel and military (e.g. in boggy areas), and affect food growth in desert areas.
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