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 Post subject: Spit Balling idea list
PostPosted: 15 Nov 2013, 13:11 
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Bodiless Spirit

Joined: 05 Oct 2013, 19:53
Posts: 2
A few ideas I thought would be nice for this game to have

1. the ability have explorers send reports of level 5 squares and nothing lower (for when you want to make another city)
2. being able to take the workers/buildings out of all your buildings all at once (useful when you don't want production at the moment and would rather use them to build and visa versa if you're in the middle of building something but have a need for resources for some reason)
3. a "track your progress" ability where you can observe your rating climbs and drops each 24 hour period (maybe this won't be very useful, but I would think it's neat)
4. the spaces on the map that you have explored should have the number of cells thingy removed after some time passes so that people would feel that exploring that area could be rewarding (I'm not sure if a ruin, pit, or mine can pop in a square I explored that still has the number of cells labeled on it but I feel better exploring spots that don't have the number of cells shown on the square because I figured the others are still blank.
5. The ability to send troops from city 1 and have them go to go city 2 after the battle
6. more perks for elves and demons (Knight carriers carry a bonus 100%, 50% bonus to crops, 100% warehouse capacity bonus, and a 200% bonus to gold while Elves only get a 100% bonus to wood and healers save 1 extra unit...that doesn't sound very fair. Also Drow get 50% bonus to wood, 100% bonus to iron, Mages train %50 faster and reduce twice as much tower damage while demons have a 100% stone production bonus and mercs deal 50% more damage.) A possible idea would be to have elves have a bonus to their resurrection buildings and an increase to their healers saving ability while giving the demons an increase to their cottage space and/or people production(they like having slaves I guess?).
7.Being able to mark spaces on the big map to help remind you of things, or find the spot you were about to attack, ect.


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PostPosted: 15 Nov 2013, 17:42 
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Bodiless Spirit

Joined: 05 Oct 2013, 19:53
Posts: 2
Sorry about the double post here but I just wanted to say to which ever mod/admin who reads this post that if I should make a post for each of these ideas separate, then please notify me and I will do so and I apologize if that was what I was supposed to do in the first place.


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PostPosted: 13 Dec 2013, 17:25 
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Joined: 08 Aug 2013, 13:27
Posts: 289
Location: USA EST
LordXofXWood wrote:
2. being able to take the workers/buildings out of all your buildings all at once (useful when you don't want production at the moment and would rather use them to build and visa versa if you're in the middle of building something but have a need for resources for some reason)
~~~
7.Being able to mark spaces on the big map to help remind you of things, or find the spot you were about to attack, ect.

I agree with both of these strongly.

.:Getting all your workers to stop working/building and turning them idle really can be a hassle.

:.Leaving notes would me massively helpful.

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