Super-Sized Diplos |
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Wartow
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Joined: 20 May 2014 Location: United States Status: Offline Points: 870 |
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Topic: Super-Sized DiplosPosted: 14 Jun 2015 at 02:03 |
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Yes... I was referring to the crafted items... Always nice to know what an enemy has in terms of a weapons stash.
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 13 Jun 2015 at 16:28 |
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Spies already report t2 resources in a city. Do you mean crafted items and rare resources (which some people call t3)?
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Wartow
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Posted: 13 Jun 2015 at 15:24 |
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I had an addition... Sabs that could take out siege equipment (rams, catapults) in the field.
What if spies... could report back on T2 resources in a city? Maybe this is a spy thing... or a trader thing... but the ability to see who else had a trader at a given hub, and maybe their net value? Or... When factions go live... the spy could report back on future targets of a faction. Perhaps this is a discovery and would also involve the fortune tellers (or gypsies). Spies could be sent to a gypsy camp and learn if there are any impending faction plans against his city of origin?
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Binky the Berserker
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Joined: 19 Jul 2011 Status: Offline Points: 257 |
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Posted: 10 Jun 2015 at 16:46 |
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i'd rather have sabs destroy/delay equipment ques. In case of destroying it should only be a certain percentage of the que. It really sucks ifyou just gathered all hides and herbs to craft 10k special weapons and all is gone in a single attack.
And now i started i can also spread my idea of whta other t3 units have to look like. Thieves is simle: stealing rare resources and crafted materials Assassins: kill commanders in the field. Spies: see sovereignity buildings a town has (kinda lame i know, can't think of anything better atm) Scouts: not only see the military units, but also diplomatic and trade units; the ones in town and traveling. I don't really believe we ever get t3 diplounits, but it's fun thinking about it. Edited by Binky the Berserker - 10 Jun 2015 at 16:52 |
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Berde
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Joined: 10 Dec 2011 Status: Offline Points: 380 |
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Posted: 09 Jun 2015 at 21:50 |
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Mmmm. No. No thanks.
How would a sab even logically make a city/culture forget something its learned? It's not as simple as just burning someone's notes while they're first figuring it out.
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Wartow
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Posted: 09 Jun 2015 at 17:42 |
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I think a topic similar to this was started within the last year where it was inquired as to whether a third-tier of diplos could be introduced.
Another idea came to mind, perhaps it could be a discovery (Jody's idea), while I was sending sabs out to random people (not really)... What if sabs could do more than interrupt construction and research? What if they could UNDO research? Here are the mechanics I currently envision... Generate a random number (1 - 8) to represent each of the categories of the research tree (city, diplo, quest, magic, military, trade, crafting, sov). And then based on the category selected generate a second random number to determine which stream/thread of research will be attacked. Getting more specific... The first number generated is 7 for crafting... The second number generated is 1 for the custom fancy horses thread. In this line there are five different types of horses. The next step needs more refinement... but essentially it would determine how many horse types will be "un-researched". This could be another random generation or some sort of formula for success based on the number of offensive diplos, defensive diplos, amount of research in the current town, and/or the level of the library. The worst-case scenario would be all five horses being un-researched and the player attacked having to complete this 10-day effort over again. Could such an attack also reverse previous discoveries or discoveries in progress (Audrey's tentacles departing from your city)? \/\/artow
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