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Thread: Evony AGE III: Tide of Dark Bloodsheds and Alchemy

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    Default Evony AGE III: Tide of Dark Bloodsheds and Alchemy

    With Age II right around the corner, it's only going to be a matter of weeks before we see news posts about Age III. Let's get your ideas in one thread so they know what we want!

    Fluid, google-earth like zooming, from a 50x50 tile view down to a street level, immersive 3d city view, with fully animated citizens.

    Heroes will be assigned not only points for attack, intel, and politics, but will also have a multi-dimensional personality matrix which will be unchangeable and random. Personality traits to include scientific (troops healed at higher rate, small bonus to research), frugal (increases booty from NPCs, gold production bonus), warlord (less hits to conquer a city), and sex appeal (increases population regeneration rate).

    Embassies can host actual diplomatic conferences where leaders of different alliances can engage in talks in a full-3d, Second-Life like environment.

    Financial maintenance of cities, where funds can be allocated to the treasury, or reinvested in infrastructure and technology which in turn increases resource production, loyalty, and population limits. Economists can be hired and banks can be built to increase the depth of financial management available to the player.

    Addition of cultural and/or religious buildings with wide ranging effects, from small resource buffs to colonization of neighboring cities based solely on cultural or religious dominance.

    Real-time webcam chat with alliance members.

    The entire server periodically enters "Dark Ages" or "Ages of Enlightenment" which effects the research speed of everyone in a major way. However, dark ages cause an increase in production speed of melee units only (sword, pike, warrior). Ages of Enlightenment cause a small increase in production speed of mechanics. (Perhaps religious units can affect the degree to which ages affect a player).

    Cities within 10 miles of each other can perform joint research projects. Also, given certain embassy and academy levels, newbies joining an alliance of technologically advanced players will automatically receive a few research levels on some items.

    Alliance hosts and vice hosts are given the ability to silence members in chat, and get decreased travel times to alliance cities. Also, Relief Stations are calculated into the travel algorithm in a more complex way, so that if you pass an alliance city on your way to a destination, the travel time is decreased even further.

    Impassible oceans and mountain ranges.

    User interface is 100% customizable by users, who can share their creations with friends via xml files.

    Mini-games to play with alliance members while bored on farming runs. E.g. chess, poker, etc.


    [new]Barbarian cities have their own feelings towards a player. If they don't like you, they may attack. If you want them to like you, you might consider giving them monetary aid, or letting them control a valley, similar to how the US provides aid to third world countries.

    [new]The ability to control how your troops attack by inputting a mathematical function for each respective troop class. For example, if you want the archers to be in a staggered line in the back, their function would be archers = sin(100x)-5; if you want your scouts to spearhead the attack, they could be programmed as scouts = -x^2 + 10; These too could be stored as XML files to be traded. Standard attack algorithms would be provided for the mathematically uninclined, and more advanced setups could be made by more interested players.

    [new]Garrisoning soldiers in the immediate 8 tiles around your city can increase defense in the event your city is attacked. These soldiers will not have the 2x food upkeep, only 1.2x upkeep, and will get a 2x range multiplier to reflect their "suprise attack" ability.
    Last edited by jvttlus; 03-10-2010 at 01:19 PM.

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