| Author | Thread: City Suggestions |
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| Message #112 Posted: Mar 24, 2011, 5:22 pm |
Some city functionality ideas for the future: Ability to move a city to another location. Action would have severe penalties such as all existing buildings (in moved city) go back to level 1 (all existing units are retained) or count the move as a new city "slot" (level of existing Palace would be reduced by 1 after the move). -OR- Ability to abandon a city. The action would turn the existing city hex into village terrain and give the player an open city slot (they would have to build a new settler unit and build any new city from scratch of course). |
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| Message #113 Posted: Mar 24, 2011, 5:26 pm |
Temple: reduce the "demoralization" effectiveness of enemy Royal units by a certain percentage per level. Also, it would increase the offensive power of friendly units by 1 (no matter what the temple level) as long as the unit is on the city hex. KI-YAH! Beware of the Fighting Monks of the Oni (FMOO) - especially the guys with more than two arms (legs, tentacles, eyestalks, whatever). :)Last Edited: Mar 24, 2011, 5:40 pm |
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| Message #114 Posted: Mar 24, 2011, 5:31 pm |
Abandon city mechs are already planned. The city will cease to exist, all units die, and the hex will turn into a special 'ruins' hex that can be claimed like any other. The art is already there in fact -- I just need to plug in the "Abandon City" button and make sure the mechanics work correctly for accounts that have been abandoned. Moving a city will be one of the first "treasure" items. You'll get them 1) as a rare item in the random daily roll or 2) as a purchasable treasure. The temple idea is interesting. Kep |
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