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Jargas
New Poster
Joined: 28 Aug 2010 Location: N.E. America Status: Offline Points: 33 |
Posted: 15 Sep 2010 at 06:20 |
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Jargas Bargnothaltros
Officer of Dark Blight Resident of The Underdark |
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WildBill
Greenhorn
Joined: 06 Apr 2010 Location: Canada Status: Offline Points: 50 |
Posted: 15 Sep 2010 at 02:40 |
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I'm almost ready to settle another city and just want to clarify something that was said earlier about the ancient forests turning into dolmens but still producing high amounts of wood. I was planning on settling my city near a couple of dolmens that are now ancient forests, so they will also stay as high food production squares? |
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Akita
New Poster
Chief Economist Joined: 23 Jun 2010 Location: Romania Status: Offline Points: 133 |
Posted: 15 Sep 2010 at 01:58 |
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I guess it makes sense and it's somewhat nice for the defender (if they settled it for the defensive bonus, that is)... although, I can only assume it's going to get a bit weird for the attackers. But if that's the case, and the city tile type changed to accommodate the resource distributions, the next double question is (as per the previous example, at around map location 85|60):
P.S. I see "Fertile Ground" squares (not directly near cities nor with sov on them) which are supposed to be 3/5/5/5/7 according to the table in the first post that are equally odd, for instance: Edited by Akita - 15 Sep 2010 at 02:25 |
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WildBill
Greenhorn
Joined: 06 Apr 2010 Location: Canada Status: Offline Points: 50 |
Posted: 15 Sep 2010 at 00:47 |
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I hate to say it but the map looks like crap. Secondly, you said squares within 5 squares of your cities wouldn't change, which they have. I settled my last city with plans on it for soveriegn squares, its still a small city so I never claimed any of the squares yet. Of the 5 squares I was planning on using only 1 is left and the others are now all useless for the plans I had. Maybe a heads up that only the squares directly around the city would have been in order so I could have claimed the squares before you went ahead with the map change would have been nice. And again the map looks terrible to me, all I see is a big green clump around my cities where there use to be mountains and hills. |
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Aelfric
Greenhorn
Joined: 05 Jun 2010 Status: Offline Points: 76 |
Posted: 15 Sep 2010 at 00:44 |
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With regard to water-bound units:
Humans should have sail ships. Elves should ride giant turtles (with a small tower to house on their back to house the riders). Orcs should paddle on rafts (probably pulled by werebeavers). Dwarves should have steam-powered ironclads. |
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 15 Sep 2010 at 00:35 |
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oh actually probbabbly even better than racial terrain bonus' would be if we could build units of the new factions if our standing was high enough withsaid faction. If there was a faction that was good in forest terrain, ONLY appeared in densly forrested areas and more friendly with elves (not quite friendly enough for units to be available without some increase in standing due to quest/trade) The this would make it very worthwhile for elves to settle in densly forested areas. Also If it was eventually made so that the new factions were playable then these players would have an increadible advantage over other new players as alliances would favour these players unique attributes and skills due to a shortage of these races. If instead it was made so that player effort in increasing their standing with a faction allowed for the use of their units and with extreamly good standing perhaps even constructing a unique building then this would allow for a greater diversity in playable races without damaging the balance.
I also like the idea of say humans having by far the best ships (in trade and battle), however only elves and dwarves have a great enough command of the merfolk tounge to utilise these underwater troops I know increadibly long way off.... but still. Edited by col0005 - 15 Sep 2010 at 00:53 |
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Torn Sky
Forum Warrior
Joined: 28 Apr 2010 Location: Texas Status: Offline Points: 402 |
Posted: 15 Sep 2010 at 00:01 |
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If you choose to use your 1 free relocation how with that affect your Sov squares that you own im assuming you lose them and have to start over over with new squs
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 14 Sep 2010 at 23:46 |
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Sorry I actually meant that when the tiles were re-distributed no dolmens were moved or created at all (unless in a river)
Also with the realease of bio-regions and factions it is likely that elven factions would be in forest regions. Elves already have a disadvantage in their home terrain due to their strongest weapon being the bow. If that is the case then as a trade item bows would become essentially worthless in these areas as the amount of good targets for arches would be very limited, plus bows would be provided by the factions.
Again not only would elves have a disadvantage when defending their forest homes but in a forest area they would have a disadvantage attacking almost anything in their locality. Is it likely that racial terrain bonus's will be introduced to counteract this? or that summoned/future units for each race will have an advantage on their natural terrain? it just seems absurd from a RP perspective that sensible elven players would want to move all their cities into mountain terrain or atleast move their cities far from a densly forested locality.
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KarL Aegis
Forum Warrior
Joined: 20 Aug 2010 Location: New York Status: Offline Points: 287 |
Posted: 14 Sep 2010 at 23:36 |
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http://forum.illyriad.co.uk/topic972_post7224.html#7224
You killed it.
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I am not amused.
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SirTwitchy
Greenhorn
Joined: 14 Sep 2010 Location: usa Status: Offline Points: 44 |
Posted: 14 Sep 2010 at 23:35 |
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graphic suitable for heavy wood in plains, huhuhuhuh SC said heavy wood
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