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Re: How to solve castling effect?
Back to the original topic.
Personally I like a lot the suggestion about commanders having to manually destroy enemy temples next turn after they conquered province with temple. That would go a very long way toward making mad castling less attractive, since the main point of mad castling is to protect temples against sudden raids. It should also be relatively easy to implement I think. And it feels better in general than some artificial limitations on the total number of castles. [ May 27, 2004, 13:04: Message edited by: Stormbinder ] |
Re: How to solve castling effect?
Feh. Building lots of castles is rather expensive in gold, gems or blood slaves depending on how you do it -- unless you're astoundingly lucky with fortress sites and fortress events. If somebody's building castles everywhere, that's a lot of gold expended plus time consumed with commander-turns. Then garrisoning all those bloody castles is expensive unless they're undead, most of which defend the gates rather poorly.
You might as well argue that the game encourages having decent armies backed by mages. |
Re: How to solve castling effect?
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Re: How to solve castling effect?
There should be some territories which prevents castles from being built. A territory with lots of rivers and sand for example.
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Re: How to solve castling effect?
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