Search found 8 matches

by Tfry
Sun Dec 10, 2006 2:21 pm
Forum: Feature Requests
Topic: fruits too powerfull??
Replies: 8
Views: 21999

Note that this isn't just about whether or not fruits are too powerful. To me, the key is, that I think the whole conversion idea may be a very good starting point to deepening the entire strategy, and to increase long-term playing fun. While I did point out distance a lot in my post, this may not e...
by Tfry
Fri Dec 08, 2006 7:43 pm
Forum: Feature Requests
Topic: harvesting skill levels
Replies: 2
Views: 9747

I'm not sure increasing the limit on workers would be a good idea. Doubling the amount would knock the game into a very signifigant unbalance, very quickly swaying the tide of the game.
Point taken. How about decreasing the initial (level 1) harvesting speed ever so slightly, then?
by Tfry
Fri Dec 08, 2006 5:19 pm
Forum: Feature Requests
Topic: harvesting skill levels
Replies: 2
Views: 9747

harvesting skill levels

Maybe I'm doing something wrong, but it seems to me, the harvesting skill level of worker has almost no practical relevance. Even at level 1, harvesting does not take all that long. Typically transporting the goods takes a much larger share of the time, so increasing the workers' walking speed is mu...
by Tfry
Fri Dec 08, 2006 4:57 pm
Forum: Feature Requests
Topic: should default war flag settings be changed?
Replies: 9
Views: 15474

As a slightly different suggestion: Maybe make the flag selected immediately after creating it? Then you'd be able to set the number very quickly with the mouse wheel. On the downside, this would make it more tedious to create several flags in a row, but maybe it's a reasonable trade-off.
by Tfry
Fri Dec 08, 2006 4:30 pm
Forum: Feature Requests
Topic: AI naming / description
Replies: 0
Views: 22818

AI naming / description

Very small suggestion: When selecting the AI players to play against, the AI names should be accompanied by a very basic description, e.g.: "AINumbi (easy)". This will make it much easier for the new player to figure out what this means. When I first played, I thought "AINumbi" w...
by Tfry
Fri Dec 08, 2006 3:58 pm
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 31370

I think the original suggestion (remove areas entirely) is a bit too much, as others have pointed out. However, it's also right that there is some considerable overlap between areas and flags in some points. Maybe some of this overlap could be reduced. Let's look at them in turn: A) Guarding areas /...
by Tfry
Fri Dec 08, 2006 2:39 pm
Forum: Feature Requests
Topic: fruits too powerfull??
Replies: 8
Views: 21999

Ad 2d): Alternatively (or additionally?), smaller towns may correspond to a higher home-bias: When you know each other glob personally, you're much more likely to stay, than if you feel like a minor part of an anonymous mass. This would serve to make it very hard to completely convert a town, while ...
by Tfry
Fri Dec 08, 2006 2:24 pm
Forum: Feature Requests
Topic: fruits too powerfull??
Replies: 8
Views: 21999

I don't know, whether this topic has come to any definite conclusion, yet. If not, I'd like to throw in some thoughts (as someone who's just discovered this wonderful game): Three main ideas, which I think are important: 1) Distance should play a role. Globs should have some aversion against walking...