Doesn't look like the same game as King of Dragon Pass at all, though the inspiration is obvious. Frex, it has family trees, something that got dropped from the KoDP design.
I only played briefly, but found the tips jarring.
Doesn't look like the same game as King of Dragon Pass at all, though the inspiration is obvious. Frex, it has family trees, something that got dropped from the KoDP design.
I only played briefly, but found the tips jarring.
@Rom - I'm currently running around like an idiot right now, and I know I won't be able to absorb this well right now. I'm going to see if Joe has time to check it out and write back to you. We won't lose track of this, we may just not be able to respond super fast. Thanks.
No prob. I'll be happy to get feedback at all at such a wall of text. :)
@Romtos: Thanks for the feedback and suggestions! Right now we are trying to keep the focus of AHD on the heroes in comparison to the city management. While the system you present is interesting, we feel at the moment it is leaning a bit too much towards the micro-management side. As we get closer to tying this together after the warfare build, we will likely come back and re-think this again.
@Joe: I can imagine you don't focus on this part now. The heroes are the center of the story. City management is relatively separate from heroes. It should be easy to do that later.
I'd argue against that my presented system would introduce a lot of micro management. I presented a flow of resources. How the player interacts with this flow of resources determines the amount of micro management. For example, if the player needs to set sliders again every single turn, that would introduce micro management. If the sliders would stay or you could lock some sliders into certain positions, it would reduce micro management. The system of resource flow working behind it does not change with either system.
The system I presented has two features, which I think are crucial. Whatever system you eventually implement, is going to need these two same features, imho. 1) It has circular interconnected flows. This ensures intrasystem dependency. 2) It's an extended system, allowing for many modifiable variables in events.
Looking forward to future progression on this part. :)
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