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Re: Castles and Citadels and stuff
What would be nice would be a build up advancement.
Pick up to a certain type of Fortress and a build string. Every turn you have the option to either continue building (up to your 'cap') or hold and remain on a lower Version. This would also incrementalize the cost of building. Like this: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Wizard Tower Citadel | / | Dark Citadel - Mountain Citadel | / Watch Tower - Mausoleum \ Fortress - Hill Fortress |\ | Castle Fortified City</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Or something similiar, the stats would have to be adjusted and costs, but if each level cost say for example: 150 Each (And lower the Watch tower to 0 Admin, 25 Defense to represent it) then you could have a sort of build string while maintaining the difference in cost. It still doesn't change the IMO screwy Dpoint cost of some of the Fortresses. [ March 16, 2004, 07:36: Message edited by: Zen ] |
Re: Castles and Citadels and stuff
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Re: Castles and Citadels and stuff
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Clearly, the most expensive starting fort would be the fortified city; the ability to build it would not necessarily be cheap, either, but with its in-game price, these 120 DP mostly pay for the privilege of starting with one. The Wizard's Tower as a starting fort would be very cheap; what's really valuable is the ability to quickly, cheaply, build a decent fortress with a lone scout. Now, I don't know how much the option would be used, but it might be fun to find out. |
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