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Technology and Build upgrades

Posted: Sat Jan 31, 2015 8:15 pm
by spifkeen
Technology Upgrade: Quick Strike Commandos: Increase Movement level 1 +1 space turn, level 2 +2 spaces per turn

Technology Upgrade: Greek Fire or Fire Ships. Either both catapults and catapult ships set units on fire. On siege units works like poison, on infantry and mounted units damage more than poison plus they move randomly each turn for 1-3 turns or until healed (running around screaming)

New build for workers: Roads. increases unit movement by 1 for every 2 spaces traveled on road. So if unit can normally move 2-3, if 2 spaces traveled on road they get and extra 1. If 4-5 and they travel 4 spaces on a road they get an extra 2 movement that turn

New build for workers: Moat. Impassable pit, needs bridge to cross. Or infantry can cross but cavalry cannot.

New build for workers: pit trap. Invisible until enemy unit steps on it. Enemy takes damage plus cannot move for 2 turns

Terrain: hills. Infantry can cross, Cavalry and Siege cannot

New unit: Mountain Climber. Infantry unit more lightly armored than a swordsman. Can cross mountain tiles, but takes 2 turns per space

Re: Technology and Build upgrades

Posted: Sat Jan 31, 2015 9:53 pm
by balint
moat: already mentioned
mountain guy: already mentioned
road: already mentioned
greek fire: I thinkbit was mentioned before.
pit: I like it
quick strike commandos: way to OP
hill: I don't like it...

Re: Technology and Build upgrades

Posted: Sat Jan 31, 2015 10:03 pm
by max-damage
Yes, Greek fire was already suggested...coolguy and i have been talking about it in another thread...

Re: Technology and Build upgrades

Posted: Sun Feb 01, 2015 2:08 am
by COOLguy
These are some pretty good ideas, but some of them were already mentioned. :)

Re: Technology and Build upgrades

Posted: Sun Feb 01, 2015 4:32 am
by max-damage
Incidentally, as an alternative to spike pits, it could be pitch pits...workers dig them and fill them with pitch or oil, then camouflage them, making them invisible to enemy units....when enemy units are on top of them, a fire archer fires a flaming arrow into the flammable substance, lighting it on fire and causing a set number of damage points per turn to all enemy units within its boundaries for a set number of turns, then it burns out and has to be redug/refilled...ever played Stronghold? :-)

Of course, this depends on whether the fire archer is implemented, and it would have to be directed to fire an arrow into the pit...it wouldn't do it automatically...that would be a coding nightmare for Daniel...