Piranha,
piranha wrote:The first reason we started talking about building was that most games use the structure. You construct a building to train units. The people we saw who tested warbarons thought the buy production screen was a hire mercenary screen. So the reason for buildings was to make it easier to pick up. Seems to be the logic people expect.
Strange. Which people tested the game? Where they typical turn based strategy players or RTS players? Anyone who has ever played Warlords or Age of Wonders or any of the other well known turn based strategy games based on fantasy wouldn't think the production screen was a hire mercenary screen.
Players from RTS games would of course expect to add buildings in order to produce units. That's a staple of RTS games along with resource gathering.
It's always been my assumption that 90% of the players playing here are coming from the Warlords universe. I could be wrong but the posters definitely all mention Warlords or Age of Wonders or other turn based fantasy.
piranha wrote:I played those games too and I know what you mean. Having something to do is fun in the beginning with 3-4 planets but then starts to become less interesting. I'd say its a problem with most classic strategy games that late game becomes tedious due to building management.
Exactly. That's the one thing Warlords did well. There was literally no tedious management of cities. Even vectoring was designed to reduce the tedious need to move every individual army. That micro management is something that Warbarons should strive to eliminate.
piranha wrote:There is some changes that allow for more options in cities.
Main difference is that you can upgrade city income, upgrade city view radius and army buildings have 4 units so you either buy a new building or upgrade a army building.
Upgrading view radius is good. Although it could have been tied to the level of city walls so that the 2 were combined instead of being separate. I honestly can't imagine upgrading the view radius on my cities unless it's like 5 gold for +1 view. Anything more isn't worth the money given you can build towers or use units to scout. Plus it's useless in games without FOW.
I'm not sure what you mean by buildings have 4 units. Does this mean you buy a building (say the one that looks like a Tree) and you suddenly get access to 4 units which I assume would be forest based (Elves, Unicorn etc). Then if you bought another building for your city you'd get 4 more different units. So it would be possible to produce 8 or 12 or more different units in 1 city based on the number of buildings you added? If that's the case, it really is an RTS based model where a single building produces multiple units (usually building is upgraded via research which I assume you are doing away with).
I find it strange you can upgrade income based on gold. Either the cost will have to be very cheap or this isn't going to make any sense. For example, lets say it costs 100 gold to increase a cities income by 10. That means it takes 10 turns just to break even. That's a long time and I doubt I'd ever do such a thing as even in 20 turns I only get 100 extra gold which isn't much money. On the other hand if I can spend 10 gold to increase the cities income by 10 then yeah, I'm doing it because in 10 turns I make 90 gold which is a good deal.
piranha wrote:1. Sorry there will not be this kind of option. But I do think the new stuff will be acceptable.
2. When you open the city you can see buildings and levels, when you mouse over a city on the map you get basic information.
I hope it really is easy to use and doesn't require much strategic thinking. Because as I said, it seems many players are struggling with city management now when it only consists of buying production and upgrading walls.
I hope the mouse over on the map includes neutral/enemy cities (income, walls, view radius etc). If the other buildings are only for producing units and not for things like adding extra strength/moves/faster production times then there is no need to give out that info. But if there are buildings that increase strength/moves/faster production time those should be available on the mouse over.
Looking forward to playing to see how it all works.
KGB