Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
If by any chance you would be able to release a version where attrition mechanic is excluded, would be awesome ;)
Anyway, I thanks for having a look at the idea and glad it appealed.
I actually didn't know about the unique conversion though, that's pretty cool there. I tended to take an area and focus on growth and corruption but otherwise ignore the population and let them grow, avoiding even taking replenishment until it's chocked full.
Yeah, that's intentional. As an undead faction you need to spread undead corruption first, before you push into the region. Also you use humans for your economy, so you can immidiately take over any provice without having to replace them with a new race such as elves or tomb kings do.
The good news is once you have a region with full corruption it's basically an endless supply something other factions don't have.
I'm far more familiar with undead personally, so I'm not sure how best to resolve this issue for chaos, though I wager a stance could increase growth rates (channeling?). But for undead, the most natural idea is to have population get generated based on kills in a region after a battle. From there they can either migrate over to you next door, rebel, or what have you. Or just settle in if you were fighting defensively.
The undead and chaos thrive on conflict and attrition, and can be smothered pretty thoroughly without it.
Populations should be created growth-agnostic by corruption and, in the case of the undead, also casualties.
Don't get me wrong, this is VERY cool and I think has a lot of potential to add depth to the economic side of things, especially if different races and castes do different things, like applying modifiers to public order, income, food production, winds of magic, disease chances, etc.
I do appreciate that things need to be ironed out and the basics have to be finished before going further with the more complex things, and I hope you'll continue to work at this over time.
This mod could make the campaign map feel a lot more alive and dynamic.