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I hope they also take a look at the rivals - some are just too distant and become Last Man Standing games by default.
This part of the game should get the the most love in the first content patches [& the AI] since it's so basic and overly simplistic.
I like the things you want improve, specially the suicide AI... sometimes small nations invade bigger nations... and eat easy the big power because defender AI is unable to center in the invader... i see how Dumbar practically eat Vessoi... and Dumbar is in war with all his neighbours but nobody attack him.
I'm so glad to read this. A great first step ;-)
Here's a thought:
1) Considering how large the map is and what a significant region its depicting if weather and climate where to change as a result of the onset of different seasons could it be done so that the change happens province by province? A global change (esp to say magic) but then a regional change so that say winter in the southern provinces isn't as harsh (eg less reduced movement) whilst norther provinces get hit a lot harder; meanwhile in the summer perhaps drought or extreme heat is more a problem in the south than the north.
If it were broken up like that it also introduces the potential for magical differences - eg landmarks that defy the change (or enhance it) or even specific differences to provinces based on their lore (eg elfish forcests might react differently to dwarven mountains)
2) Would it be possible to load a "map filter" system so that the map itself has several "states". One regular and normal - then another which gives it a wintery cover over so that we get a "visual" snow effect.
This could be extended as if a single map version can hold different map state within it not only could seasonal changes be a trigger, but there could also be world changing states too. Leaves the door open for a kind of "armageddon" mode where a spell or meteor or some event causes a huge cataclysmic change to the world. I'm not thinking of shifting provinces and map shape, but more effects like loss of landmarks/structures/forts - loss of select provinces - destruction of ownership over provinces that undergo huge change - reduced economic viability etc...
I totally agree with the guy who wrote that.
different buildings should be buildable in those provinces, as well as how high u can raise its economy depending on the province
and umm... for buildings;
can i suggest guildhalls, temples and sources (magic places to up research time), and lvls for those buildings depending on economy lvl, and lets say, every 2 or 3 levels trade routes for the guildhalls, and temple actions or special units depending on nation, i mean for diverstity, im sure that each race has theyre own religion
that kind of set up will deffinately make a diplomatic nation, or economic nation worth playing, rather than just inching ur way towards world domination thru military force.
and also...
has anybody here played birthright... i love the empire management in that game (battles tho are horible in that game), its easy to learn and understand, yet soo complex, and difficult to master.