Hey guys! And back once more for another session at the local library!
Once again, it looks like a lot of good stuff going on, and I'm only sorry that I cannot participate more fully right now!
El Cid: Quite right about the Mourngryms. They'll tend to have the strongest family events as more details get added, and they get more starting goodies to offset their dangerous in-the-center starting position.
One very good strategy with them is to blitz one opponent pretty early on to relieve some of the mid to late game pressure...of course, if your blitz doesn't work out, then it places you in an even more dangerous position!
Good idea on the ownership of an intercession being displayed. Since we do it for Extortions, it only makes sense to do it for intercessions as well (one intriguing strategy is to intercede on behalf of neutrals in the vicinity of a rival...in the early game, there's not much they can do about it if they haven't focused on sigils, and you can put a damper on their expansion!)
Glad you like the overlapping functionality of the various spheres, and quite right re: balancing issues...as new "sets" of abilities get added, it will tend to change the dynamic of the three spheres of influence, which can either strengthen your favorite playing style, or put it at risk...all part of the fun of the updates! As I envision it, it'll constantly add new dynamics to the game, which will prompt players to react to the changes and modify their strategies on a fairly regular basis, which is good stuff!
Re: Demographics of provinces. At present, each province gets a particular bonus, depending on which demographic group is dominant. You get a further bonus if all the provinces you control are of the same demographic grouping.
There is, at present, a limited ability to adjust the social power of various groups (mostly by way of which buildings you choose to build in each province), and this becomes part of the overall strategy...choosing not to build certain buildings in certain provinces in a bid to shape the demographic alignment of your provinces. As time goes by, the various bonuses ascribed to each demographic might get tweaked a bit, and an excellent addition would be to make buildings that are aligned with a particular demographic (ie, shrines in religious provinces) more powerful...that's not in yet, and truth be told, I hadn't thought about it, but there's a compelling case there, for sure! I like it!
At present, we don't have plans for a "spell workshop" although I can see how something like that would be attractive. (Mayhaps in the sequel game we can see about adding something like that in..tho it is admittedly something that would likely be underutilized by the AI, as was the unit workshop in SMAC...still, a nice long term thing to contemplate!)
For the foreseeable future, my plan is to continue to implement "sets" of new spells, miracles, and espionage missions, such that with each new iteration, the player is privy to an ever expanding circle of abilities, with the eventual plan to start layering in the notion of "levels" of abilities (this, to be primarily achieved via the number of buildings you control. IE - it might require 3 temples to gain access to L2 abilities, 2 Sanctuaries to get L3's, and a Cathedral to get L4's...or somesuch)
More notes on Lightning Storm and the loss of those precious siege engines! One possible thing to consider regarding this would be to make siege engines "immune" to unit killing spells (even if the crew is killed, the equipment should still be there), cos no doubt, that is a big blow.
All in all, it sounds like you guys are having fun with it, and that's a very good thing to see!
-=Vel=-
Once again, it looks like a lot of good stuff going on, and I'm only sorry that I cannot participate more fully right now!

El Cid: Quite right about the Mourngryms. They'll tend to have the strongest family events as more details get added, and they get more starting goodies to offset their dangerous in-the-center starting position.
One very good strategy with them is to blitz one opponent pretty early on to relieve some of the mid to late game pressure...of course, if your blitz doesn't work out, then it places you in an even more dangerous position!
Good idea on the ownership of an intercession being displayed. Since we do it for Extortions, it only makes sense to do it for intercessions as well (one intriguing strategy is to intercede on behalf of neutrals in the vicinity of a rival...in the early game, there's not much they can do about it if they haven't focused on sigils, and you can put a damper on their expansion!)
Glad you like the overlapping functionality of the various spheres, and quite right re: balancing issues...as new "sets" of abilities get added, it will tend to change the dynamic of the three spheres of influence, which can either strengthen your favorite playing style, or put it at risk...all part of the fun of the updates! As I envision it, it'll constantly add new dynamics to the game, which will prompt players to react to the changes and modify their strategies on a fairly regular basis, which is good stuff!
Re: Demographics of provinces. At present, each province gets a particular bonus, depending on which demographic group is dominant. You get a further bonus if all the provinces you control are of the same demographic grouping.
There is, at present, a limited ability to adjust the social power of various groups (mostly by way of which buildings you choose to build in each province), and this becomes part of the overall strategy...choosing not to build certain buildings in certain provinces in a bid to shape the demographic alignment of your provinces. As time goes by, the various bonuses ascribed to each demographic might get tweaked a bit, and an excellent addition would be to make buildings that are aligned with a particular demographic (ie, shrines in religious provinces) more powerful...that's not in yet, and truth be told, I hadn't thought about it, but there's a compelling case there, for sure! I like it!

At present, we don't have plans for a "spell workshop" although I can see how something like that would be attractive. (Mayhaps in the sequel game we can see about adding something like that in..tho it is admittedly something that would likely be underutilized by the AI, as was the unit workshop in SMAC...still, a nice long term thing to contemplate!)
For the foreseeable future, my plan is to continue to implement "sets" of new spells, miracles, and espionage missions, such that with each new iteration, the player is privy to an ever expanding circle of abilities, with the eventual plan to start layering in the notion of "levels" of abilities (this, to be primarily achieved via the number of buildings you control. IE - it might require 3 temples to gain access to L2 abilities, 2 Sanctuaries to get L3's, and a Cathedral to get L4's...or somesuch)
More notes on Lightning Storm and the loss of those precious siege engines! One possible thing to consider regarding this would be to make siege engines "immune" to unit killing spells (even if the crew is killed, the equipment should still be there), cos no doubt, that is a big blow.
All in all, it sounds like you guys are having fun with it, and that's a very good thing to see!

-=Vel=-
) but it got drowned out by Ashers grandstanding antics, so maybe people missed it. But yeah get people over here helping out.
I don't know about the dll. Will check when I get back on my own computer.

), two half ancient HP laptop, one half ancient IBM and my almost cutting edge, self built stationary. Guess once which one's the most popular.
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