. Suggestions: let's do this!
Nihila wrote:Weather might be interesting, so I can try to figure something out for that. Each hex could have a list of Weathers that can affect it--you wouldn't have a Blizzard in a Desert, for instance.
Weather might be interesting, I'd advise against it though. Remember "Less work for DMs is more turns for players" and this will cost a lot of work. So unless you have an idea to streamline a weather system I don't think it's a good idea.
Nihila wrote:Roads, Fortresses, Tunnels, Bridges, possibly even Great Walls--can be constructed by players.
Yes, yes! Triple yes. I completely agree with this mechanic. I'd add a builder unit to the lvl 1 city production queue which can build improvements Civilizations-style.
Nihila wrote:Noble Warlords would make things a little more Erf-like, so we might think about having those.
Also agree with this one: I'd let it work like this: every time a royal side pops a warlord it is guaranteed to be noble and has a small chance to be royal. Heirs are always royal, units promoted to warlords are non-noble. (a side with an overlord will not be able to pop royals or nobles but get other advantages (maybe lower upkeep for their warlords or higher loyalty).
Nihila wrote:A system where Farms produce Provisions instead of Schmuckers, which might reduce a unit's upkeep. Maybe have more Provisions needed to have an effect for units with more Hits.
I'd rather not add this one, firstly because it makes the game more difficult and I have a "less is more" attitude to games, and secondly because I believe the comic said something about farms, mines and foraging gaining you Schmuckers which you used to buy rations for units.
Nihila wrote:Heavy isn't listed as a Special for Bogroll, so I think that it should be more of a penalty--sort of like, if you buy more than 4(?) Hits for a unit, it counts as a Heavy.
I say we should use a Battle for ... approach to heavy/light units. 1 hit is tiny, 3 hits is small, 5 hits is average, 10 hits is large, 20 hits is huge and 30+ hits is giant. Anything over 10 hits would be counted as a heavy for game purposes.
Nihila wrote:Declining Schmucker return, as in Siralus's game--for every 10 hexes from the capital, -10% income. Because Kaed's cities produce fixed amounts of Schmuckers, this would be pretty simple to implement. This would increase incentive to support smaller sides, because if there's a Level 1 city 50 hexes away from the capital, you might spend more than 300 Schmuckers per turn to defend it. Whether this should also affect Resource Point Schmuckers I'm less sure of.
Interesting idea, akin to the squalor of Civilizations III, I like it, but we might need to tes an ideal percentage. Also, no distance restrictions, in case of an overlap the player can decide which city the resource node will belong to.
Nihila wrote:Maybe have a few more options in basic units--instead of all Stabbers being 6 Hit, 4 Attack, 2 Defense, 4 Move units, maybe have an option for a 6 Hit, 3 Attack, 3 Defense, 4 Move Stabber. Possibly something similar for Archers and Pikers--there's already some customization for Scouts.
I agree to this as well, but it might need some tinkering.
Nihila wrote:On a related note, increase the move of the basic units a bit--Stabbers maybe could have 5 Move, Pikers/Archers 4 Move, Scouts 10 or 8, depending on whether they fly or not.
That would depend on the map size, but I think I'd like to know what someone who played the last game thought of the move their units had.
Nihila wrote:A Courtier unit, which would level by managing cities and might have its upkeep decrease as it leveled.
That would leave our precious warlords free to bash in some skulls, I like it. No attack, move or leadership for them tho'. Also they will have a chance to spawn as royal or noble. I'd call them Governors.
Nihila wrote:More customization options for cities.
Dunno, what kind of options would you like to see?
Nihila wrote:Bonuses on certain Terrains--the Gobwins and Marbits had "big bonuses for Tunnel fighting," maybe some special that grants +3/+3 to a unit while fighting in a given Terrain could represent this.
We could make the specials [terrain]capable and [terrain]fighter where [terrain]fighter would require capable and give a big bonus. Also sides based on a certain terrain type will get units with a free [terrain]capable promotion.
Nihila wrote:I'd suggest having an open-ended game where people can join, because that'll feel more Erfworldian--new sides pop, old sides grow. If it's fun enough, it could last a long, long time.
Then we're in agreement
Well that's it for now folks, I'll be spending my evening scrounging a good ruleset together from the Erfworld Game topic and going to the new Harry Potter film