Suggestions for improving the "rebuild (or destroy) the world feel"

Hi,

 

I would wish to add a bunch of suggestion for how to make the game more interesting, especially administrative wise. Frogboy recently stated that he feels this game as an "Empire builder". While I personally like both Empire builders and more tactically focused games, I think that there are some concepts that both Legendary heroes and Fallen enchantress could, to an extent, steal/copy.

 

In terms of "what makes my civilisation unique", one could propably take a look at the Europa Universalis series. Europa universalis plays on a world map, you get to choose between 100+ nations (basically, every nation that existed from 1399 to 1812), and chart its course through history. Many of these concepts wouldnt make sense, but one of them would. Each nation in Europa universalis 3 has a set of sliders. These sliders can be the differences between focusing on concripts (more manpower/cheaper troops) or professional troops (fewer manpower, better troops). They could be focused on a tradeoff between tradition (better missionaries, less unrest) and innovation (more research, difficulties in maintaining stability), there were sliders having a balance between land and naval, other sliders were about how centralised your realm was etc. 

 

How could this be used in Fallen enchantress? All civilisation start with "0" on all sliders (I do not know how many of these we actually want to implement). Events happen that can based on the choices, move the sliders. Sliders could also be changed by in game actions (such as razing cities etc.). This events can generate significant experience for heroes stationed in the city too. Eventually, your actions will shape how your nation works internally, this in turn can also influence diplomacy (similiar nations may get along better). 

 

Example: Troll raiders are threatening an outlying city!

With the sliders "Diplomatic -- Warlord" and "Militia army -- professional army".

Do you:

A) Try to bribe them away (+ Diplomacy/Sneakiness)

B) Arm the local peasants so they can defend themselfs (+militia army)

C) Send crack troops from the capital to take them out (+professional army)

D) Deal with those trolls yourself (spawns the trolls, + Agressiveness)

 

Eventually, you will end up with your own personal nation shaped by its experiences.

 

 

14,456 views 7 replies
Reply #1 Top

That sounds interesting, but I would not start them at 0. Each nation would start at a place other than 0. Just like in EU Russia has the land/naval slider biased to land or Catholic nations have more protectionist sliders. 

For example Resoln would have less quality troops in an hypothetical quantity vs quality slider. 

Which sliders would you include? Because there are virtually thousands of possible ones. Which ones would make sense in your opinion?

Reply #2 Top

Tradition vs innovation (unrest vs Research speed)

Mass army vs professional army

As a general economic one: Do you reward the winners or support the loosers.

Offence vs. defensive warfare

Reply #3 Top

Sounds really interesting.

@Oliver, when you think about this world that doesn't make sense (for everything) as these are nations that are starting over, they may be already pushed a bit towards one or another, but it wouldn't be very much because the nation only has minor influences from their past.

Although NO it wouldn't be at 0 for everything as there would be some bias based on their histories and characteristics.

Reply #4 Top

You could propably script AI choices in events based on leader personality too.

 

 

Reply #5 Top

^Wow I like the basic idea of this so much. Wouldn't mind anything in this general direction at all.

k1

Reply #6 Top


Reminds me of Galactic Civilizations 2 (far better strategic options), where there is a slider for Good vs Evil, which determine and is determined by actions during random events

Reply #7 Top

Good vs Evil has been done to death though, I reckon a somewhat more multidimensional system would be much more fun.