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What do YOU think should be added or changed? (Faction Creation Competition)

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11 years ago
May 4, 2014, 6:14:05 AM
(Also worked on in the Steam Forums: http://steamcommunity.com/app/289130/discussions/)

(Amplitude Studio's "GAMES2GETHER" is hosting a "Faction Creation Competition". Show them the love and see if you can get YOUR faction featured in-game. link: http://forums.amplitude-studios.com/content.php?416-Endless-Legend-Faction-Creation-Competition)



*Idea's that could be implemented



Well we strategy lovers love complex things with lots of trails leading to an outcome, and this game has everything going for it.



-Food and Population

*Population can be represented by the number of food farmed by your city/district. Area's of your city could be upgraded into farms to gather more of this food.

*There should be a maximum amount of a population allowed otherwise the city will begin to starve.

-The city can save itself by trading with other neighborning cities, villages, or empires.



-Troops

*Troops can be conscripted and trained from the population. Though the more troops brought into service the more you have to pay them. The more elite soldiers will increase in tax and so managing armies will have to be a must if you don't want military morale to plumit and ultimately fail when in combat.



-Cards

*Kind of like Endless Space, why not allow cards to be used by players.

-Each empire has a certian card type that can be played

-Region Cards; winter born, desert nomad, tropic fighter, etc. Place of birth.

-Hero Cards; One of strength, or wisdom, stealth, etc.

-Ancestrial Cards; what your people have come to learn and respect

-Relgious/Belief Cards; to whom do they worship and will fight to protect

(This kind of establishes a bio for your own civilizations upbringing and these cards could serve to be vital pieces for just about anything in the game or it can be used on parts of the game specifically)



-Combat

*If at anypoint two army's collide in combat and the player decides to leave it in auto combat. Depending on the number of troops, how well dug in is the enemy, terrain bonus, and or weather. Their could be a timer placed on top of the army where they will stay idle until the battle is over.

-If this is done in multiplayer and one player decides to do auto and the other in combat, then a dice could roll.

*Sieges, a player can decide to besiege a settlement and every turn the city will suffer mildly. If the food stores run out then the population will begin to starve and disease will spread, decreasing the population of the city quite rapidly. Including the troops garrisoned.

-The besieging army can also decide to directly attack the city itself to limit the amount of damage done to the city.

-If siege units are added to the besieging army then the population inside the city will suffer even greater. Losing chuncks of a garrison or civilian populous.

-If the city has built a underground cavern or keep. To give the citizens safety, the civlian and garrison populous will suffer less of a penalty.

-At any point did the defending player build defensive catapults or trebuchets then the besieging army will suffer attrision and lose bulks of their army. Also if the besieging army decides to attack directly then the city can automtically attack the enemy each turn.

*A army is ran by "morale". Keep the army happy the longer they will intend to stay and fight for your cause. The lower the morale, the easier it will to either bribe or be driven to retreat at the face of the enemy.



-Minor Factions

*Make it possible so that these factions if left undisturbed can work as small city states. Where they are governed and worked idependently. They could be traded with, whether for money, goods, or tech.

*If you choose to vassalize them they can send a small portion of their military to aid you in your conquest.

*If you choose to absorb them into your empire. Then they will act as a small puppet city governed by your people but, with the cost of happiness and less dust, food, production, and resources.

-The more unhappy your citizens become the more of a chance they will decide to grab arms and rebel. Declaring war with a small band of troops.



-Sea Trade

*Allow the contruction of trade routes to your outlying cities. Increase wealth beyond measure and control the open sea's.

*Maybe give the choice to create merchantile state or company that is ran by a specific hero/house. Which is then businessed by you or whomever you place in charge.

*Careful though, the more money brought into a city the higher the risk of corruption. Which will lose you money.

*Sea Quests could be offered to your Trade Company that will task a hero and/or army to be sent off map to explore a site marked on a "map". When they come back they could come with relics, equipment, goods, resources, technology, etc.





*I will try to update this to inform the minor balancing issue's I find. Let me know what you guys find out or issue's you see.
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11 years ago
May 12, 2014, 9:29:32 AM
Wow! Thank you for all these ideas. Some of them are really similar of what we are planning, good news to you! smiley: wink Just to be clear:

Endcar wrote:
*There should be a maximum amount of a population allowed otherwise the city will begin to starve.


In fact, this is already the case. As long as your population is consuming food, the more they are the more you need to be productive, else there will be a starvation.



Endcar wrote:
*If at anypoint two army's collide in combat and the player decides to leave it in auto combat. Depending on the number of troops, how well dug in is the enemy, terrain bonus, and or weather. Their could be a timer placed on top of the army where they will stay idle until the battle is over.


Auto mode is already taking all the parameters used in manual battles.
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