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September 12th, 2004, 12:42 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
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Re: Wishlist for September
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Kel said:
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Stormbinder said:Castles reqiure a lot of resourses and population to build and maintain
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Watchtowers, however, which are usually what are being built, do not. Castles DO cost a lot, that's why noone uses them.
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Aghmm... I was talking thematically Kel.  As you know, there is no castle maintanence in the Dom2, no does in-game population have anything to do with building castles.
Historically though castles did requre a lot of support from the surrounding villages and settlements, the richer and larger castle was the more servs/lands and taxes it needed to support it.
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and it would increase fun and enjoyment from the game for all players.
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I haven't had the same experiences you have and I rarely see the kind of castles you are talking about until the late game.
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I am talking about mid and late game.
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If there was no defense, even temporary, from raiding, it would make my game less fun, not more fun. Your first suggestion, at least, would strengthen raiding and weaken the uses of dominion (at least any that required the use of temples).
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Wrong. Castles would still defend you from raiding, but you would actully need to think strategically where to build them, instead of just building them everywhere. I strongly beleive that this is closer to what devs had in mind for this game, not castle in every province. With my first suggestion you can still freely build castles in 33% of your territory, or even in 50+% of your territory for small additional cost. But it would become incresengly more difficult to cover every province with castles, therefore forcing you to make a strategic choices where to build castle and where not.
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I don't believe that devs have intended for the castles to cover each and every province, as it happen very often, and for most peaople to play with Mausoleum/Watch Towers.
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I do actually agree with this but this has to do with the nature of the castles, not with the concept of 'madcastling'.
Making castles escalate later on in no way encourages one not to take a cheap castle as the watchtower would still be cheaper and built faster than if one had taken a Citadel of some kind. On top of that, it would still build faster (the most important point, to me) and would still cost less design points. I would rather see the cheaper towers reduce resource output (as they have reduced gold via lower admin values now) or something along those lines as far as balancing the fortifications go.
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I think you are missing the point Kel. Both my suggestions would clearly discourage madcastling to the certain degree, no matter Watch tower do you use or some other castle. They are not castle-type specific.
"Madcastling" is the term that means building castles in all provinces, it doesn't refer to specific type of the castle. Although naturaly it is easer to do with cheap and fast castles, as you pointed out, and some people choose Tower/Mausoleum partly or wholy for this purpose, but not all people.
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September 12th, 2004, 01:10 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Wishlist for September
Quote:
Stormbinder said:
Aghmm... I was talking thematically Kel. As you know, there is no castle maintanence in the Dom2, no does in-game population have anything to do with building castles.
Historically though castles did requre a lot of support from the surrounding villages and settlements, the richer and larger castle was the more servs/lands and taxes it needed to support it.
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And historically, castles brought in more profits and riches to the owner, as villages and settlements grew around the castles, all of whom were taxed in coin, material, or labor.
Indeed, where a fortification was built was often the only place where permanent civilian settlements would spring up, especially in contested areas. (For instance, Florida, mid 1500s to ... very early 1800s. The oldest continuously occupied settlement in North America is Saint Augustine, which also had one of the earliest forts.)
Other settlements predated Saint Augustine - but were burned down and depopulated, because they didn't have any fortifications.
Profits should thus accrue to provinces with fortifications.
The exception would be very low population provinces, places like deserts, swamps, wastelands where even the peasants won't move. Also, I'm not sure but what that watchtowers and mausoleums shouldn't have their resource / gold bonuses lowered or even removed. I don't see towns springing up around a crypt or watchtower.
But this goes back to the way Dom2 essentially makes a nation use one castle type, conquest and high level spells excepted.
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Wormwood and wine, and the bitter taste of ashes.
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September 12th, 2004, 05:57 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Wishlist for September
Okay okay, I will add madcastling/raiding to the list...
edit:
Added it, as well as light cavalry moving before other armies and False Horror being weakened a little.
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September 12th, 2004, 06:48 AM
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Re: Wishlist for September
But here's a big-problem with this sort of thing. Endoperez has done an excellent job here, but are the developers to take this list as an expression of the consensus of players? Because I don't wan't to see a "solution" to mad-castling on any list that represents me. I don't see it as a problem.
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September 12th, 2004, 07:17 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Wishlist for September
Well, then you just express how *you* feel about it. However, if you check the "enchancement"-thread under this one you will notice that IW isn't necessarily going the same way as people seem to.
A voice from Sweden boomed:
"High impact on the gameplay is not necessarily a good thing",
and thus hath the Developer spoken His will for all worthy to listen. 
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September 12th, 2004, 08:10 AM
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General
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Re: Wishlist for September
 [img]/threads/images/Graemlins/PointUp.gif[/img]
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September 12th, 2004, 11:19 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Wishlist for September
Two things I'd like to see, neither of which would have any impact on gameplay.
#1: Selecting a mage from the Nation Overview should select that mage, not just go to the province. When you have 20-50 mages in one province, and many have the same names (because renaming wasn't turned on), selecting the nation isn't enough. Plus - there's already code for selecting individual mages, because that's what happens when you say "go to commander" from the event list.
#2: An "Item Overview" for browsing through all magic items, thus making it a lot easier to find out which mage has that dwarven hammer/Tempest/Sceptre of Unholy Regency.
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