
Nihila wrote:Okay, looks pretty good, but one question:
Is the production time for Sloop-class ships and Galley-class ships supposed to be the same for a Level 3 City?
Twoy wrote:I think it would be a good idea to start with a level 3 capital and two level 1s. It took me 22 turns before I built my third city, and I believe I was ahead of the other players.
Twoy wrote:Are you planning to have farms, mills, mines and wharfs to produce extra schmuckers?
HerbieRai wrote:It all looks real good. Another note though: Characters (warlords, casters, ect.) need to have "rider" and maybe "ranged" depending on how you word those abilities.
HerbieRai wrote:Also, I'd directly copy one of the magic rules from one of the other games. With so many different disciplines of magic creating a spell compendium could take a long while for something that may never come up in the game. (if no one gets a caster with flower power, that lore would be wasted time).
HerbieRai wrote:Lastly, are you planning on letting different units stack together, like 2 stabbers, 2 pikers and an archer in a stack?
My two cents on this: both players should consent to the initial setup, and it might be good if the first player was going to be busy for a long time. The second player would have the opportunity to build their new side after the first player came back.thetobias wrote:What do you guys think of the following system btw? If no new player slots are open and new players will want to join the game, I'd like to allow them to play as CWL for a side (giving them access to the sides board and offering them the opportunity to build a new side eventually). Once they build a new side it will remain a puppet side of the motherside for a fixed amount of turns (think: forced alliance here) and will then have the choice to either break alliance (possibly risking war) or stay with the motherside's alliance.

My two cents on this: both players should consent to the initial setup, and it might be good if the first player was going to be busy for a long time. The second player would have the opportunity to build their new side after the first player came back.
And a question: Can I make my Stabbers Ranged and my Scouts Mounts? Can my Archers be Riders and my Pikers Water-Capable? Those are all simple specials, but I just wanted to make sure that this is okay.
Edit: Also, in Kaed's game, the A/B units popped at 3/2 turns for Lv. 4 and 5 cities. This is actually slower than in Level 3 cities, so you might want to change that.
I'm not quite sure what I think of that. That makes mounts much more expensive, in terms of usefulness/cost--mounts should be fast, that's about the only reason to use them, and every point spent on Hits is a point not being spent on Move.thetobias wrote:EDIT: oops, making your scouts mounts will NOT be possible after all. Just noticed that I intended to require the "heavy" special for certain specials such as siege and mount.

Nihila wrote:I'm not quite sure what I think of that. That makes mounts much more expensive, in terms of usefulness/cost--mounts should be fast, that's about the only reason to use them, and every point spent on Hits is a point not being spent on Move.
Also, a more canon-based objection is that Wiener-Rammers appear to be fairly small, but are both Mounts and Siege units. Also, a Wiener-Rammer entered the Dungeon zone through the Tunnels, which would imply that they either are light or took burrowing.
thetobias wrote:I'm still making you pay extra upkeep for specials tho'

Nihila wrote:How many points do we have to spend to get an effect on each stat? Is it 1.5 Hits per point, 1 Air Defense per point, 1 Defense per point, 1 Cargo per point? Or is it 1 Stack Capacity per point?


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