Igor wrote:I offer that every player will get some quantity of food at start of a game, may be enough for using during 5-6 turns, then player himself will create places where his food will grow. What terrains it will be? Grass of course, may be sand or forest or even hills and swamp (but lesser harvest), probably not mountains.
Only Peasants will be able to organize such places. Harvest can be taken one time in 2-3-5 turns (the same as new units are being born), number of turns is connected with size of harvest.
So I get some peasant units at the start the game. How do I get more? Do I build them in cities instead of armies or do I just get X number of peasants more per city per turn (based on city income/size?).
Do I have to move them on the map? If so, how far do they move and what move rules do they use on terrain, on boats etc?
Do peasants transform the land (turn forests into open) on their own or does it take time/cost gold like Civilization. Otherwise you are going to have a LOT of unhappy people if their section of the map has just slightly worse growing squares leading to a LOT of whining about maps and we already have more than enough of that now.
Do I have to defend the land they are growing food on or do they do that on their own? Surely a lone Crow / Scout can't wreck all my harvests. But do I need to defend my peasants against armies and can armies target peasants and how much does it take for them to destroy a harvest (it's got to cost something like movement or else its too easy to do too much harvest damage)
Mostly this seems like a lot of micro management work on my part. I have to move around a bunch of non-combat units to farm land for food. I'd rather just have a 'auto farm' button and let the AI manage all of it and I'd only ever bother with it if I was really short of food. Which is basically what I did in games like Master of Orion II and other games that added all this micro management when all I wanted to do was conquer the universe.
Igor wrote:Speaking about healing with gold, I would again show example with Red Dragon.
Probably it's possible to count definite cost of every unit if let him (in a test game) to be offered with hero (for units with 2+ hits). Then to count average value of cost for every unit, using this way.
This will be cost of one available unit with all his hits. Cost of healing (for one hit) of a unit is cost of this unit, splitted on number of his hits. (As it shown in example with Red Dragon, if cost of one available Red Dragon is 1000 gold then cost of healing of Red Dragon is 500 gold).
This is absolutely the wrong model to use for cost.
The cost should be entirely based on combat value since that's all you are healing. You are not healing the units power (in other words a Red Dragon with 1 hit does not give +5 Morale, it still gives +10). So all you are getting for your money is 1 40 strength hit. That's all the cost should be based on. Otherwise you get strange things like a 40 strength Green Dragon hit being worth 333 gold (1000/3) vs a 40 strength Red Dragon hit being worth 500 gold (500/2).
The cost should be something like 1 gold per strength point.
5 strength: - 5 gold
10 strength: - 10 gold
15 strength: - 15 gold
...
40 strength: - 40 gold
KGB