Related to paradise they live in their own world, however when the demons start to attack and if they haven't been conquered yet, they will be instantly conquered and converted to the demon cause. The futamazon queen will visit the city from time to time and expect to be served in every way, being possible that characters defect to her empire. The futamazon empire: They will keep pushing for more gold and will try to humilliate us and get more military control, putting their own units into our team that would defect in case of war. The church of abstinence: If you maintain a diplomatic attitude with them they will keep pushing to convert the city, they will ask to open temples, give speeches and keep pushing towards total convertion and gaining power in the city, even trying to convert your followers. In the end I think that the factions just didn't get enough development to be something better, the important thing was to make factions and characters relevant and a challenge, basically make them important, for example: Third the game just added a lot of stuff that people literally didn't care a all, I would guess almost no one really cared about the brothel or the arena, that stuff just wasn't needed. Second it started to be messy when we suddenly went to explore more territories, mainly because it was too much territory, it is better to have fewer nations/places but more developed. Overall gold wasn't too hard to manage, it just required to limit the units you had to a reasonable size, but the food was the main problem of the game, because you can't control population. First of all it was hard to manage food and gold, if you aren't careful it was easy to go into negative. That last building alone would still basically allow for the same kind of boxing in tactic I used, but it would make more sense because they would be boxed in via military structures and there would be a lot more obvious confrontations with their troops in that area.A bit sad that this ended as abandoned but it make sense, to be fair chapter one was great and it should have been the focus of the game, even more the game lacked some essential aspects that made the gameplay too difficult: So the closer it gets to the Empire border the higher the chance of building destruction there should be per invasion.Īnd then to tie that all together, some kind of watch-tower building that will force a confrontation with the Empire's raiders out in the field if they pass within a 5x5 grid of where it's placed. This makes sense, but what doesn't make sense is why they leave my outlying buildings in-tact if they have to move through them anyway. Then the Empire attacks, and they destroy a few buildings if they win. So having there be some kind of restriction on how far away from your structures you can conquer would be interesting. Thing is, I shouldn't have been able to hold that territory because I didn't even bother to build any structures more than a few places away from my city. I just conquered in two major lines till I reached the border and then made another one from there till they had no where to go. I found it really easy to box in the Empire and cut off their expansion. So something like the Civilization, Stellaris or Free Cities thing where your actions have actual consequences and cut off other alternatives. You have events which kind of give hints, but you can still wind up in situations you don't want by mere virtue of not knowing what the various options will result in. As it is, everything is linear and all you can choose is the order things happen in. One is being able to choose how the society develops. I got to the end, there are a few things that would make it a lot better.
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