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Proper event handling in case the player gets attacked, and a few random events
Better presentation: have the right-click contextual menu do more dependent stuff
Having an interface at game-start to select a civ, a hero, etc.
Better map graphics (I think the provinces need a little bit more data) + probably want to indicate which provinces are linked
Ability to save/load the campaign at distinct points (may need some custom screen)
Ideally for v1:
Ability to given an order that will take several turns and the hero executes show moving paths
Some kind of FoW
Some simple diplomacy
Hero levelling up, granting increased bonuses (more actions per turn, more power on the map, new actions?)
Other stuff I have in mind:
Allowing more hero?
MP play is theoretically possible
Big dump of ideas I originally posted in the team subforum:
Map of Europe + India (think Crusader Kings). Not too detailed, mostly empty at the start.
Provinces are owned by Tribes, or unowned (in which case there are locals of some various civs)
Provinces give some passive money, and need some garrison vs uprising potential.
You start with one hero. The hero only can do things. Each action costs move points, which are few. The basic action is move/attack
Other actions: garrison/levy (I think the hero will have an "army size" with him, that would grant buffs in combat)
Could have envoys to other Civs (also taking 1 move point)
Could also possibly 'act at a distance' via envoys, but carries a risk:
The envoy could not arrive
It doesn't happen instantly
Still costs move points
Could take the boat to move faster, also at a risk
Unlocking more hero would probably be nice, but I'm not sure it's necessary at first.
(Also not convinced the AI needs heroes for now)
One alternative would be having AI-heroes, but on the player's tribe. Might be frustrating.
Diplomacy will be simple but I think the hero mechanic makes things interesting: since the player is forced to focus on one area (the hero), hearing that a faraway neighbour is gearing for war will force one to consider "should I abandon my campaign towards X & head back home to protect?"
Could tie in some mild passive espionage mechanic
I think it'd be fun to have active espionage with the hero as well, which could lead to some very custom scenarios ( "Infiltrate the city", ...)
So you'd have some basic info about enemy tribes: "peaceful relations", "gearing for wars", "at war", "internal turmoil". Whether you hear from these events would depend on distance/espionage and would make you consider where to put your hero move points
In terms of difficulty/customisation:
Pick a tribe at the start from a predefined list (Ideally all civs will be represented, possibly several times)
Difficulty is AI difficulty and possibly trigger difficulty
One mechanic I'd like is that on high difficulty, a few tribes will tend to snowball into empires, making them stronger in the late-game.
I think it'd be interesting to have an "age" mechanic -> after X years you die and that's the end of your campaign -> could you match Alexander?
In terms of how to play, I draw inspiration from Rise Of Nations: the idea is mostly to generate basic skirmish maps, but throwing in some more variety of game styles.
Still intended as a 'cheap' feature trigger/mapwise
Some ideas: you start as nomad with an army invading a fortified position, the opposite (siege defense)
Pure combat maps
regular base building but you start with a more or less advanced base
Sometimes reinforcements could happen mid-game
Obviously the hero could shake things up, one question I have would be how to make him not too OP.
Could occasionally harccode in some actual scenario/skirmish maps too, for fun.
The big difficulty is avoiding too much repetition in civs, since you'll have limited mobility. Ideas:
First I don't intend to be too realistic (we can't anyways), so we could have some shakeup in local civs
In foreign lands, it'd be cool to be able to incorporate mercenaries and possibly choose your civ from a pool
I think it would also be cool to have the hero be able to lead local troops
The text was updated successfully, but these errors were encountered:
Necessary for v1:
Ideally for v1:
Other stuff I have in mind:
Big dump of ideas I originally posted in the team subforum:
The text was updated successfully, but these errors were encountered: