Castle levy unit

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Castle levy unit

Postby Horyu » Thu Oct 25, 2012 3:31 pm

I would wish to see castle improvement such as castle levies.

a. Castle levies are solely for defense purpose.

b. Castle levies will not able to follow marauder troop for conquest.

c. Castle levies able to upgrade using gold for more levies units or better tier units
eg upgraded level 1 castle levies offer x1 tier 1 unit at cost of 50 gold
upgraded level 2 castle levies offer x2 tier 1 units at cost of 50 gold
upgraded level 3 castle levies offer x1 tier 2 unit at cost of 100 gold
upgraded level 4 castle levies offer x2 tier 2 units at cost of 100 gold
upgraded level 5 castle levies offer x1 tier 3 unit at cost of 100 gold
upgraded level 6 castle levies offer x2 tier 3 units at cost of 200 gold
upgraded level 7 castle levies offer x1 tier 4 unit at cost of 200 gold
upgraded level 8 castle levies offer x2 tier 4 units at cost of 400 gold

d. Castle levies type are base on terrain that castle had situated.(eg. swamp castle level 1 will have orc as levy unit. swamp castle level 3 will have wolf rider as levy unit.).

e. During combat phase castle levies are always put in front of fight order, once it is destroy will regenerate in next turn

f. There is no upkeep for castle levies
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Re: Castle levy unit

Postby smursh » Fri Oct 26, 2012 12:35 am

This would free up more production for attacks, but increase defenses. So I'm not sure how it would impact gameplay.

Some questions:

1: would neutrals get levies?If so at what level
2: would all captured cities start with levies, or do you have to purchase them all(start at level 0, then buy up)?
3: If you capture a city from your opponent do you get the levies he had, 1 level lower, or have to buy them new?
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Re: Castle levy unit

Postby Horyu » Fri Oct 26, 2012 5:47 am

smursh wrote:This would free up more production for attacks, but increase defenses. So I'm not sure how it would impact gameplay.

Some questions:

1: would neutrals get levies?If so at what level

2: would all captured cities start with levies, or do you have to purchase them all(start at level 0, then buy up)?

3: If you capture a city from your opponent do you get the levies he had, 1 level lower, or have to buy them new?


1: This would be the best have option on map creation and icon to show the neutrals castle levies level.
I would suggest will be tied with castle gold production
eg.
no castle levies for for 15 gold production castle
no castle levies for for 20 gold production castle
level 1-2 castle levies for 25 gold production castle
level 3-4 castle levies for 30 gold production castle
level 5-6 castle levies for 35 gold production castle
level 7-8 castle levies for 40 gold production castle


2: Partially as I mentioned castle levies level is tied with castle gold production. Once the castle with levies been captured, the castle levies will drop by 1 level. Player will require to buy up from the castle levies level that had been captured

3: Yes , the castle levies level will drop by 1, if you capture from your enemy. This also apply to neutral cities.
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Re: Castle levy unit

Postby LPhillips » Mon Oct 29, 2012 6:11 am

I'd be favorable to this idea of less micromanagement-heavy defense only when siege is more effective than it is now. Such as a time in the future when multiple stacks are allowed to attack together. It's pushing toward a less dynamic game, however. Moving toward the direction of the Might&Magic games.
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Re: Castle levy unit

Postby Zaque » Mon Oct 29, 2012 10:35 am

I would think a delay in some turns before you could buy levies in a newly conquered city might be called for, just so that you can't use gold to secure your newly taken rear area city.
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Re: Castle levy unit

Postby Horyu » Fri Nov 02, 2012 6:00 pm

LPhillips wrote:I'd be favorable to this idea of less micromanagement-heavy defense only when siege is more effective than it is now. Such as a time in the future when multiple stacks are allowed to attack together. It's pushing toward a less dynamic game, however. Moving toward the direction of the Might&Magic games.


I borrow this idea from Chariots of War developed by Slitherine Software and Paradox Interactive.

Zaque wrote:I would think a delay in some turns before you could buy levies in a newly conquered city might be called for, just so that you can't use gold to secure your newly taken rear area city.


We may develop player alignment like Light , Dark , Overlord(neutral) . Castle will be based on this 3 kind alignments and adjust payment for upgrade accordingly.
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Re: Castle levy unit

Postby Molotov » Fri Dec 21, 2012 7:25 am

maybe levies should be upgraded along with the walls (as the visible area do): when the player upgrades the wall, he also gets more/better levies.
btw, why levies? "guards" is a better name imho
i think guards should be a special (cant be bought for production) generic unit or line of units.
guards should emerge next turn after upgrade (imho defense bonuses should take an effect from the next turn too)
they also shouldnt be displayed anywhere except the combat window and always stand at the end of the fight order

e.g.
Level 0: 1 Watchman (str 5)
Level 1: 1 Watchman
Level 2: 1 Watchman
Level 3: 1 Guard (str 10)
Level 4: 1 Guard
Level 5: 1 Guard
Level 6: 1 Sergeant (str 15)
Level 7: 1 Sergeant
Level 8: 1 Royal Guard (str 25)
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