![]() ![]() Support: (preist) light armour only/staffs/light weapons Heavy (warrior) Able to equipt medium/heavy armour/poor range weapons/able to equipt heavy weapons/light and heavy mounts Light units: (peasant) Able to equipt light/medium outfits/very good range weapons such as long bows/ light weapons/ light mounts So core units would be catagorized by the following ![]() Instead of making a million class/race units you could literally just have say core 3 units per race and then a token unit system. The planetfall unit modding system by giving the average unit a primary weapon slot (similar to heroes) and an outfit system. I think one of the best ways forward would be to have the following system In AoW3 you were always going to get the builder's hall, no matter race or class. Any future project should reuse sectors somehow, and keep the buildings to management number, and make the building choices in your cities meaningful. PF actually imho has the best city management, because of sectors. Newer AoW games all improve on this somewhat, but then also add complexity and mental overhead and sometimes micro, with less juicy decisions and fun. Your city management options were upgrade/fortify/recruit/install unit/produce merchandise, and there were no city buildings. In some ways I think AoW1 had the cleanest, simplest, easiest to understand and most meaningful city management of the series - there were a set number of cities and city sizes, and these never changed. Imho, the focus should be on exploring things, expanding (at swordpoint) exploiting and then exterminating them, all wrapped up in some fun magic and battle system. That sounds like a system better suited for a fantasy sim city. ![]() a 3th race ?Īnd like you, i hope that a good system will be developped. you could see some new population that appear because of mixed racesĮx : A citiy with elf and humans, you will be half-elf who could appear in your population after some time. This race understand how to help the other ? the understanding between races can growth other time if they coexist, some race can have affinities each other, others don't.Īnd for population growth. This race agree to do this with the other race ? perhaps this could depends on relationship between races ![]() _In a "multi superimposed cities system", in your citiy you could build several building simultaneously, one per race, but also a race can help to build something for an other race. _You could have racist politic who give ressource priority to a race from an other, or not.Įx: Religion building, can be shared if races share the same religion, but also is only usefull and built for/by race who follow that religion, not by others. in fantasy you can have a race who eat pebbles. Some ressource can be used only by few races, or shared by some races.Įx: Food, if races eat same food, but you can also have a race who eat something else, another ressource. In my opinion, a good manner to manage a multi racial population cities should be to consider that you have several cities superimposed in the same territory, one per race.Įxample : A city with 10 dwarves and 2 humans : consider this like a city with 10 dwarves and another city with 2 humans, each one with its own growth system. I already play some games with that option, and city population growth like other, but when population get +1, the generated race is cyclically chosen by races present in city (in planet, it was on ES2). ![]()
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