Moderator: Cartographers
gimil wrote:i understand that im jst not a fan of teh fantasy theme u want. id rather keep it realistic and a bit simpler than u want. i want strategy to ne more involved than holding bonuses
gimil wrote:yeah i like the idea but i want everything that gives bonuses to be relateds to an army recuiting. like the villagers will joni the army. with the gold mine villagers are egar to join which ill increase the amount deployed on villages.
maby make something like a mercenarie camp that gives a good bonuses?
however i still want the castle to produce the bulk of the army.
DiM wrote:
a weapon smith or an armor smith could be nice. especially if bonuses for defending or attacking rolls are added.
own the weapon smith and you get +1 for the attacking dice
JupitersKing wrote: Also, name the castle something other than by color, starting positions should be random to keep one spot from having an advatage somewhere.
JupitersKing wrote:Also, I would like to see more space between the castles, so that none actually border each other. Then put nuetral areas between them. Another part of this is that every castle has an 'Estate' of surrounding territories. Control of the castles get armies but controllong the estate does as well. You also can't claim the estate bonus without holding the castle. This keeps a seiging army from gaining your bonus while you are still holed up and resisting.
JupitersKing wrote:Merc Camps are good, if they are only along the river. But mercs would require gold. Probably 2 gold to get one batch of mercs. They are expensive and bring their own gear.
The second way is through Barracks. These recruits local men. They would still need gold but only 1 per batch. But this is where the resources come in to play.
Raising troops means they need wood (for spears, wagons, etc.), livestock (horses and cows, for pulling wagons, food, and leather [used for armor]), grain (to feed men and horse), and metal (for weapon tips and armor).
Sparqs wrote:Another YES vote for this concept.
For the resource bonuses, how about a simplified set?
Something like:
Mercenary Camp (a few, edge areas) = X
Gold Mine = Y
Mercenaries + Gold = Z
Blacksmith (1 per castle) = A
Iron Mine = B
Blacksmith + Iron = C
Village (1+ per castle) = D
Farmland (between castles) = E
Village + Farmland = F
gimil wrote:this ideas im development so im keepping it right here.
gimil wrote:JupitersKing wrote: Also, name the castle something other than by color, starting positions should be random to keep one spot from having an advatage somewhere.
this was jsut so there was a better idea of how tha mp is set out i wouldnt actually keep those naemsJupitersKing wrote:Also, I would like to see more space between the castles, so that none actually border each other. Then put nuetral areas between them. Another part of this is that every castle has an 'Estate' of surrounding territories. Control of the castles get armies but controllong the estate does as well. You also can't claim the estate bonus without holding the castle. This keeps a seiging army from gaining your bonus while you are still holed up and resisting.
im not a fan of the estate bonuse not becasue its a bad idea, but rather tthat i would like to move away from teh old fashioned continent idea and move onto a morerealistic feel.JupitersKing wrote:Merc Camps are good, if they are only along the river. But mercs would require gold. Probably 2 gold to get one batch of mercs. They are expensive and bring their own gear.
The second way is through Barracks. These recruits local men. They would still need gold but only 1 per batch. But this is where the resources come in to play.
Raising troops means they need wood (for spears, wagons, etc.), livestock (horses and cows, for pulling wagons, food, and leather [used for armor]), grain (to feed men and horse), and metal (for weapon tips and armor).
i dont think collectiong gold to buy these with is possible with current XML. but if its made a bonuse with merc camp+gold mine, then i think it'll be sufficient.
i also feel all these resources are a bit much and might be difficult to explain in ledgends, but ill keep them in mind and put them in where i see possible
Thanxs for you feedback youve gave me plenty to think about
gimil wrote:ive also ca,e up with the idea that the castle can "bombard" any terr in its own "estate" to try and push of a siege of there castle
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