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  #1  
Old November 8th, 2003, 10:33 PM
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st.patrik st.patrik is offline
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Default Re: castle choice

Here's a suggestion (as if we need any more ) for how to make castle-types more flexible, while retaining their importance re. design points:

How about if the castle you pick when designing your pretender signifies something like the 'maximum tech level' achievable by your culture? In other words, when you build a castle you always first take 2 turns to build a watchtower, or perhaps mausoleum, for 300 gold. Then subsequent to that you can choose to 'upgrade' your basic structure to the castle you picked in god-creation, for however much time and gold.

You'd still retain the advantages of choosing an expensive castle-type, because you could build to it whereas others couldn't, but you'd have an interim step, and the cost broken up into a couple of chunks.

I'm not suggesting being able to build multiple buildings - I think that would mess the game up. Instead trying to think of ways to make castles like the MC more viable.
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Old November 8th, 2003, 11:04 PM
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Default Re: castle choice

There is absoutely no reason why all forts should be one type.

I suggest that players should be allowed to purchase as many fort types as they like, using the current system. Add in a selector so you could chosse which will be the capital fort.

When building a fort, let them get a choice from the forms chosen at nation build time. This way if a player wanted more choices, they could get them at the expense of nation points.

For example: If we generating a nation/god I choose fortified city (as capital), wizards tower, and hill fort. This costs 280 nation points (more than enough to balance the advantages). When a character attempts to build a fort, this nation would get the choice of making one of the three forts. That way you could choose between a fast build (WT), best admin (FC) or high defense (HF).

Frankly I've always been surprised that Ilwwinter has stuck with the simplistic one fort theme in such an otherwise complex game.
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Old November 9th, 2003, 12:13 AM

Chris Byler Chris Byler is offline
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Default Re: castle choice

Quote:
Originally posted by apoger:
There is absoutely no reason why all forts should be one type.

I suggest that players should be allowed to purchase as many fort types as they like, using the current system. Add in a selector so you could chosse which will be the capital fort.

When building a fort, let them get a choice from the forms chosen at nation build time. This way if a player wanted more choices, they could get them at the expense of nation points.

For example: If we generating a nation/god I choose fortified city (as capital), wizards tower, and hill fort. This costs 280 nation points (more than enough to balance the advantages). When a character attempts to build a fort, this nation would get the choice of making one of the three forts. That way you could choose between a fast build (WT), best admin (FC) or high defense (HF).

Frankly I've always been surprised that Ilwwinter has stuck with the simplistic one fort theme in such an otherwise complex game.
Interesting suggestion.

I think that "extra" fort types should cost reduced points though. Part of the reason for the point costs of some forts (especially the high gold ones) is that you start with one for free.

Maybe extra forts should cost half+10, half+20, etc. so that everyone doesn't take the 0 point fort in addition to whatever other fort they were taking (and also to impose some cost on too much fort flexibility) - but still charge a reduced point cost for forts that you can build later but don't start with a free one.

Of course, it will still be cheaper in design points to have only one fort type.

This is a really good idea - it would allow Man (for example) to have a fortified city capitol, but also have a more reasonably priced fort to build elsewhere (where admin isn't as much of an issue because they can't get wardens/KoA there anyway).
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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Old November 9th, 2003, 12:23 AM

Treebeard Treebeard is offline
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Default Re: castle choice

I like both Apoger and St. Patrick suggestions, but Illwinter had said before that they wished to keep the forts a very simple thing. Too bad, IMHO.

Given the new economic enviroment of DomII, I must say the most important characteristic of a fortification is its cost in money (hard to come by - now a $1500 event can pretty much define a game). Of the high cost castles only the fortified City is interesting.

An adm rate 10 higher means only 5% more gold, but I still can't see a good use for any of the forts with adm 20 or 10.

That means I plan to use the castle (too cheap at 80 points, should be 100 or even 120), the wizard's tower (the $150 extra over the castle can take more than 20 turns to compensate) and the fortified city (for the cases were I'm doing a holy unit theme and I have no plans to get more).

The citadel is expensive at 100 points, given it cost. 80 would be better.

The mountain citadel is insanely expensive for a 10 adm rate. I would suggest lowering it cost to 450, while increasing the time to build to 6 (there's no need to keep the mathemathical relation between cost and time to build). Probably diminuish its cost to 20 dom points.

The dark citadel isn't that far, either. With no defense towers, I would dimuish the cost to $450 and leave it at 0 dom points.

Hill fortress should cost less, too. 60 points tops, maybe even as low as 40.

Fortress' price is okay.

The watch tower should either cost -40 dom points or be buildable for $150. Very low stats. The mausoleum is a bad pick, too. O dom points.

Mediaval castles are strategically offensive while tactically defensive. I think the second function is overestimated in Dom II, even with the lower movement speed of troops. To be under siege is to have lost the income of a province, probably the most important aspect of the land (depending on the sites). Even if the enemy can't take a castle he can lay iddle or ravage the land, so, if you are under siege you are already losing. Even with a destructive dominion such as miasma.

My $0.02.
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  #5  
Old November 9th, 2003, 01:00 AM
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Default Re: castle choice

I've been taking Mountain Citadels, because I like mountain fortresses (heh), because I want to maximize the defensive abilities of my fortresses, and because I'm curious to see one in action. As usual though, I'm playing against the AI with my main goal to have fun and try things, rather than to minimax.

I expect the expert players are probably right that the costs could be tweaked to better reflect their value, although I'm sure Illwinter have considered the values, and may have some thoughts that some people haven't considered.

I like the idea of being able to pay more start points (and, less than the sum of each) to be able to build more than one type of fort during the game.

Another suggestion: it'd make some sense if Mountain Citadels were restricted to mountain provinces, or at least, if they weren't available in all province terrain types. Seems like you'd need a mountain (I know, what a realism freak, right?).

PvK
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Old November 9th, 2003, 10:14 AM

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Default Re: castle choice

Multi castles with a discount on subsequent types is a very good proposal that I second

The castles list is definitively a set of parameters that could have been accessed with a formula, thus giving a fair estimate of design costs, and not these costs which appears not that balanced.
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Old November 9th, 2003, 10:28 AM

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Default Re: castle choice

Quote:
Originally posted by apoger:
There is absoutely no reason why all forts should be one type.

I suggest that players should be allowed to purchase as many fort types as they like, using the current system. Add in a selector so you could chosse which will be the capital fort.

When building a fort, let them get a choice from the forms chosen at nation build time. This way if a player wanted more choices, they could get them at the expense of nation points.

For example: If we generating a nation/god I choose fortified city (as capital), wizards tower, and hill fort. This costs 280 nation points (more than enough to balance the advantages). When a character attempts to build a fort, this nation would get the choice of making one of the three forts. That way you could choose between a fast build (WT), best admin (FC) or high defense (HF).

Frankly I've always been surprised that Ilwwinter has stuck with the simplistic one fort theme in such an otherwise complex game.
Why? IW likes it like this. Simple.
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