Re: The Dominions 3: \"Wishlist\"
I'd like to see
Growth tied to Taxes (very low tax rate less than 30 give
a bonus to growth scale)
Turmoil tied to Defense (Defense values more than 30 reduce Turmoil)
Production tied to # of unused command points defending
the province (Commanders without troops inherently increase
production by assisting in co-ordination of local pop)
Cold/Heat tied into... nothing
Fortune tied into priests praying beyond their dominion limit (5 ranks of priests praying beyond their limit raise fortune 1 point)
Magic/Drain tied into # of Mages "defending" (ie not
researching or casting... 20 idle casting ranks adds +1 to
scale
And I'd like to see all these dominion effects eachmodifiable by
a friendly/or hostile remote spell, even if only on a province by province basis...
And Lastly... some way to counter a massive pop hit, either from pillagers or hostile magics(tidal wave). Most serious
games I've played fall into population elimination wars, either through targeted spells, or undead/hvy magic players killing the whole map. A couple of tidal waves crashing through your shield in your home province, and or farm lands
is very likely a game ending event, more so than wish, and at a fraction of the cost. Or getting it as a random misfortune in the first 10 turns.... = restart.
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