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Post by Desophaeus on Nov 20, 2016 10:48:40 GMT
Hmm, Frederick the Great I'm not scrapping the majority of the naval techs like -Maritime Trading- and -Vile Thuggery & Piracy-. I've only removed -Veteran Seamanship- in relation to the BP of fleets. In fact, I had just thought of a new addition to the Turkish Unique Techs... -Savage Plunder-, When the Turks capture a city, they will take a profit of 1 ducat from the city's owner. (Neutrals does give 1 ducat), but the tech gives yet another 1/6 risk for a revolt springing up in a catholic province (which is just about every provinces that the Turks didn't start with) held by the Turks. It might be burdensome to the point where it's better off to revoke the tech. I don't want to expand the tech tree after the TW has begun, but this could be considered more of an event trigger an opportunity to make a decision for the Grand Vizier best75 in a few years from now. As for strategic planning between the sea or land focus, I had considered the fact that my TW overall is pretty complicated enough as it is, depends upon the player's ability to handle financial matters so heavily. It's impratical trying to be everywhere at the same time. Either, a player concentrate on occupying the cities somewhere or takes to the seas and dominate the waterways. You definitely have interesting ideas about the naval combat, I'm leaning to saying no, due to game management concerns for the players overall. Would this be sufficient? (the severe limitations on placement of units due to financial limitations which means a financial strategy is needed, plus the low amount of actions acts as a factor too)
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Post by Desophaeus on Nov 23, 2016 5:05:58 GMT
Changed the formula and some wording for better clarity. There.
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Post by Frederick the Great on Nov 23, 2016 9:52:15 GMT
Hmm, Frederick the Great I'm not scrapping the majority of the naval techs like -Maritime Trading- and -Vile Thuggery & Piracy-. I've only removed -Veteran Seamanship- in relation to the BP of fleets. In fact, I had just thought of a new addition to the Turkish Unique Techs... -Savage Plunder-, When the Turks capture a city, they will take a profit of 1 ducat from the city's owner. (Neutrals does give 1 ducat), but the tech gives yet another 1/6 risk for a revolt springing up in a catholic province (which is just about every provinces that the Turks didn't start with) held by the Turks. It might be burdensome to the point where it's better off to revoke the tech. I don't want to expand the tech tree after the TW has begun, but this could be considered more of an event trigger an opportunity to make a decision for the Grand Vizier best75 in a few years from now. As for strategic planning between the sea or land focus, I had considered the fact that my TW overall is pretty complicated enough as it is, depends upon the player's ability to handle financial matters so heavily. It's impratical trying to be everywhere at the same time. Either, a player concentrate on occupying the cities somewhere or takes to the seas and dominate the waterways. You definitely have interesting ideas about the naval combat, I'm leaning to saying no, due to game management concerns for the players overall. Would this be sufficient? (the severe limitations on placement of units due to financial limitations which means a financial strategy is needed, plus the low amount of actions acts as a factor too) Ok, so how do fleets work? How much BP do they get and how are they recruited?
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Post by Desophaeus on Nov 23, 2016 10:43:12 GMT
Armies on water, they're filling in the role for fleets. So whatever the BP the army has, it has on the water.
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