onomastikon onomastikon

Three Short Things

Three Short Things

I don't want too much. Only this:

1. Slightly less Civilization. Don't get me wrong, I like the Civ franchise. I think they did a lot of things right and only a few wrong. But I feel that FE is implementing the wrong ones. Namely:

A. Only 1 exemplification of a building type per city. This is my biggest complaint. It drives me crazy and was the main reason I stopped playing Civ. All of my cities are boring, because I can't make one with 14 temples but no market, or one with 9 forges and 3 harbors. Suggestion: Each additional building of the same type costs more to make and brings diminishing returns and uses up the limited space within a city: there is a reason for building more, but there are tradeoffs. More individualized cities = more fun. More tradeoffs = less no-brainers = more fun.

B. Terrain matters, but only locally. If the terrain is outside of my city's influence but inside my zone of control, it does not matter what it is. Suggestion: Let us glean bonuses from terrain outside of our city (many posts about the details of this elsewhere).

C. Cities must feed themselves. In Civilization, you can teleport your troops around with railroads, but you cannot bring a sandwich from New York to Philadelphia. That really bugged me after a while. In FE, it would be nice for you to be able to transfer food FOR A PRICE via open trade routes; of course, you cannot get food through a besieged city, and there should be some cost involved, the higher the cost the further the transport and the amount transported. Tradeoffs again.

D. Factions are pretty bland. Spanish or German, I really can't tell them apart, they all have pretty much the same stuff. There is minor variation between the factions, but you have to look hard. Unlike, oh, let's say Warcraft III, or Dominions. Why not give each FE faction a couple of unique traits?

2. Terrain should matter more. It's nice that terrain matters for city founding. This you have from Civilization. But it still makes the rest of your zone of control superfluous. It might as well be a space game. Let forests, swamps, deserts, plains, hills, mountains within your zone of control DO something (suggestions in numerous posts elsewhere).

3. Magic. Would it be incredibly hard to get a little more magic? The spell contest from last year had hundreds of entries, and about a quarter of them were decent, and a quarter of those were great. If only half of *those* are halfway implementable, you'd have... an arithmatic quiz. Well I'd say about 3 dozen additional spells to the pretty paltry spellbook.  

May the forceps be with you.

11,733 views 30 replies
Reply #26 Top

I will just say that the devs have confirmed that build time will be the main  constraint on building improvements, and that for the record I think that is a horrible system. I hated it in Civ.

Reply #27 Top

They hated it in medieval Europe too.  :)

Reply #28 Top

Maybe I'm mistaken in thinking like this: but aren't improvements the perfect way to specialize a city? A city is not just what is contained in the city walls, but the surrounding (i.e. improvements) area as well. Production town is build in the hills with lots of mines.

What would be necessary, in my opinion, is having the options for improvements that aren't purely environmentally controlled. We'd need wizard towers for research, temples/shrines/holy sites for religion/moral, etc. More than just the lumbermill and the mine.

Reply #29 Top

Concerning local versus global food:

Why not allow the cities with surpluses of food to transport them to other cities,  given these caveats:

1. A road must exist between the two cities and

2. The two cities must be under a tile limit distance, or else the food would spoil en route.

 

 

Reply #30 Top

Quoting DsRaider, reply 21
Why would I ever build a production city??? Production simply allows you to build faster in that city. It has no value in itself. You would end up with a city that builds nothing, extremely quickly... Building next to a iron mine in some hills is just a resource outpost and not a real city.

One that specializes in assembly line creation of military units? For example, In MoM I love playing as Dwarves on Impossible difficulty. Why? Because a Dwarven city located near iron and adamantium can crank out the upgraded Hammerhand speciality units relatively quickly (not to mention if you take Warlord and then cast Life Magic's Crusade which allows them to become Champions). As I take over other races' cities I can have them focus on gold, research, etc. instead of military - my Dwarves simply focus on putting the hammer down.