Walker suggestions and other ideas

Discuss anticipated or desired features here
MoLAoS
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Postby MoLAoS » Sun Dec 09, 2012 10:10 am

Did you guys not abuse gates and roadblocks properly? In Emperor my market lady always did exactly as I desired.

Keith
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Postby Keith » Sun Dec 09, 2012 3:03 pm

Most experienced players learned how to use various things to guide walkers on their way.

In Caesar IV you had the City Gate and could use a missing road tile to keep walkers circulating they belonged.

It was made easier in Pharaoh with roadblocks and you could still use missing road tiles. Zeus was pretty much the same as Pharaoh.

Emperor Rise of the Middle Kingdom had the most refined system with the residential gates that could be programmed, plus you could still use missing road tiles.

(Emperor, however, was not a product of the same development team as the previous games. Impressions created the first three and Breakaway Games developed Emperor.)

With the advent of CotN and Caesar IV those old strategies weren't required anymore, but they may have to be dusted off again for MM. Time will tell....

PhilL
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Postby PhilL » Sun Dec 09, 2012 10:31 pm

I personally dont mind any of the systems used for walkers. It was just a matter of learning the idiocracy of the game and adapting to it.
As Chris stated in his blog Of walkers and men giving the walkers a "brain" causes more problems than it solves. I would much rather have a dumb market lady that at least does the same dumb thing all the time is better than a smart one who choses paths based on a set of instructions that may take forever to understand if at all.

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Chris Beatrice
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Postby Chris Beatrice » Tue Dec 11, 2012 1:44 pm

"PhilL" wrote:...It was just a matter of learning the idiocracy of the game and adapting to it. ...I would much rather have a dumb market lady that at least does the same dumb thing all the time is better than a smart one who choses paths based on a set of instructions that may take forever to understand if at all.


That's well put PhiL! But I sure wish you'd said "idiosyncracy" and not "idiocracy." I have worked with a few idiocracies over the years... at least I'm proud to say TMill is a true meritocracy... Anyway, I'm not advocating or defending my own designs, but as a player I feel the same way. I have more fun manipulating simple rules, even if they're "gamey" than I do with games that are supposed to be smart or realistic. I like a bit more... almost arcade-like feel to game mechanics, because once your brain understands that you are clearly placed in a different reality, you can do things that work for THE GAME if not reality.

Hopefully in MM we've struck the right balance and even the idiocracy effect has been mitigated...

Marius
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Postby Marius » Wed Dec 12, 2012 1:27 am

The wolves are scratching at the gate ...

... they want back in to have a lovely meal of tasty villagers.

The Sage Nabooru
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Joined: Thu Aug 17, 2006 7:12 pm

Postby The Sage Nabooru » Wed Dec 19, 2012 3:47 am

Walkers should be dependent on the services/buildings, but also social status of the citizen. A peasant or ordinary low-class townsman could forget about getting anything personally delivered. Even if you broke both of your legs under a donkey cart, it was your business to get to the bonesetter. The higher classes, on the other hand, could expect personal service. Instead of walking down to the grimy herb lady's shop, you could send for a physician from a university.

That could be interesting in a variety of ways. The higher status citizens don't like having to use services intended for the poor, but will do it if they have to, albeit begrudgingly. Likewise the merchants and specialists intended for the rich may survive on serving the poor if there's no other choice, but will leave if they can't get a higher source of income.

The Sage Nabooru
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Postby The Sage Nabooru » Wed Dec 19, 2012 3:49 am

"MoLAoS" wrote:Did you guys not abuse gates and roadblocks properly? In Emperor my market lady always did exactly as I desired.


I never liked roadblocks. Imagine if you were out delivering furniture and you came across a sign saying "No furniture deliveries past this point! Residents living beyond this marker must receive furniture from elsewhere!" They just weren't natural.

Keith
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Postby Keith » Wed Dec 19, 2012 9:27 am

They are going for a more "gamey feel" in MM this time around. If you haven't done so, read Chis' article on the walker system.

Roadblocks, gates and missing road tile did give one a sense of control, something they seem to be shooting for again this time around.
Last edited by Keith on Mon Dec 24, 2012 4:56 pm, edited 2 times in total.

sakasiru
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Postby sakasiru » Thu Dec 27, 2012 9:02 pm

Okay, my two cents to this:
walkers: I never liked the idea of market ladies. People care for their own needs, and I like how this was solved in CotN. If the facilities they needed were too far away or not there at all, they just didn't have time to do much else, and so your city was unproductive. On the other hand, a whole city falling to ashes with mass exodus just because of a pottery shortage is ridiculous.

facilities: Please no radiuses! I always hated to demolish half a city just to place a new, incredibly huge building in the range of my most evolved buildings. If someone suddenly feels the need for a theater or something, he surely would accept a little walk (or carriage ride) to get there.

houses: I would really love to be able to place houses tightly together, especially in a medieval setting. Look at any European historic city center, one house touches the other in a tight but not very straight line. Maybe as houses evolve (if there is such a thing), and they are placed close enough, they grow together? Merge with the city walls? It would also be great if they not simply evolved, but needed to be actively upgraded. Where I live, all historic houses have a stone ground floor and half timbered upper floors because the margrave once ordered them to be build that way to prevent incineration by marauders. It could be like a scenario goal or something to upgrade your city in such a way.

tomnobles
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Postby tomnobles » Tue Jan 15, 2013 5:37 pm

"JuliaSet" wrote:Don't forget cats. Without them you can't control the plague.


LOL! I like it.

About roads; will they be a necessity?

Some games have roads but they aren't necessary.
Some won't function without roads.
Some don't require roads but, walkers move faster on roads and even faster on better roads.

PatrickHarlow
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Joined: Sat Feb 16, 2013 10:10 pm

Postby PatrickHarlow » Sat Feb 16, 2013 11:30 pm

"Keith" wrote:

What country and culture is this game going to based on? England, France, Germany, Italy, etc.?


I'm guessing northern/western Europe by the look of the building art on the main website. Wattle and daub or half-timbered architecture generally didn't occur south of the alps


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