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Skyward Collapse / Re: My new design for warfare points and town stuff.
« on: Today at 12:17:38 PM »
Nice to hear all this. Seems good to me!
Will wait this new version.
Will wait this new version.
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Well, in my experience thus far the town lines don't have to be nearly parallel. You have quite a bit of leeway to put enemy towns near one another. So it winds up being more condensed but still a sprawl.Yes, I tested it, its like you say, but still I find it too difficult to find a right spot to build a new city (too much constraints, I have to do a lot of try, spending too much land tile in the process).
I'm not sure I would want to require walk ability between towns anyhow, as that makes things like flying and mountainwalk less important.Sure...
I think the only reason that the cities in the back are "unreachable" is because the city (or cities) on the frontline don't crumble very easily.Yes, this it more like it.
[...]
Ultimately, I think cities really just need to fall much much MUCH faster than they do. I mean, city flipping shouldn't happen because the game mechanics manipulate you into accidentally doing it. I think city flipping should happen because it's *really really* hard to stop it.
I believe they already spawned independent of crime. Crime was just something that caused buildings to flip to them.
Crime Free!
- The concept of crime has been entirely removed from the game, as it was fiddly and didn't add to fun or strategy at this point.
-- Thanks to Misery for inspiring this change.
- Embassies did contribute to crime previously, so those had to be rethought a bit:
--For each embassy on the map, bandit spawn rates are increased by 1x the base rate. So with one embassy the spawn rates are twice as fast, two embassies are thrice as fast, etc.
5. Therefore crime should be removed and nothing put back in its place (woes and bandits kind of fill that niche anyhow).
Thoughts?
!think about your "woes"; you'll need it.
Edit: Now reported