Gondor
#1121
Posted 29 March 2009 - 10:21 PM
P.S.
Sorry again about what I said yesterday about the Gondor units.
#1122
Posted 30 March 2009 - 09:09 PM
#1123
Posted 31 March 2009 - 06:18 AM
Rename Markets to Guilds and use them as resource buildings, add the Stone Worker back in with Siege Materials upgrades and Cobblestone Roads - same as grand harvest - to increase the guilds production. Iron Ore research would go into the Stone Worker and be available at level 2. Iron Ore is extracted from stone thats why it fits. This would remove farms which dont fit in Gondor, and adjust all the tech to fit in a place with logic to support it. What do you all think?
I apologize if it's been suggested already but I didn't want to read 15 pages of suggestions.
Edited by njm1983, 31 March 2009 - 06:49 AM.
#1124
Posted 31 March 2009 - 08:22 AM
I alsow wonder if the Gaurds of the Fountain Court could become Gondor's MMH, after all Gondor's speciality is infantry, and Because the Fountain Gaurds where trained to be Gondor's finest soldiers. THe KoDA could either be a summon form Imrahil (just as powerful cavalry, not nigh invincible), or part of the Feifdoms summon. OR the Feifdoms could be part of a Summoning Beacon whcih calls Fiefdom units, and the KoDA come in it's latter stages.
#1125
Posted 31 March 2009 - 09:47 AM
#1127
Posted 31 March 2009 - 01:41 PM
#1128
Posted 31 March 2009 - 10:41 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#1129
Posted 01 April 2009 - 12:38 AM
#1130
Posted 01 April 2009 - 12:50 AM
#1131
Posted 01 April 2009 - 03:26 AM
Guilds work because they were historically the backbone of medieval economy, responsible for wood, glass, wool, metal, leather and stone goods and sevices. the sale of items brings the income. Makes sense to me. Fine if you dont like the market model, I really dont care use a different building. I jsut worked out all the kinks for you by using existing buildings and showing you where each tech item should go. But if you wanna muck up a good idea cause you dont like the model, poo-poo on you
#1132
Posted 01 April 2009 - 04:31 PM
Edited by Anri1, 01 April 2009 - 04:35 PM.
http://us.mnzeo.2y.n...wimoovevio.html - that's fun
#1133
Posted 02 April 2009 - 04:46 AM
#1134
Posted 02 April 2009 - 05:42 AM
Edited by Anri1, 02 April 2009 - 05:52 AM.
http://us.mnzeo.2y.n...wimoovevio.html - that's fun
#1135
Posted 02 April 2009 - 06:59 AM
#1136
Posted 02 April 2009 - 08:44 AM
Edited by Anri1, 02 April 2009 - 11:52 AM.
http://us.mnzeo.2y.n...wimoovevio.html - that's fun
#1137
Posted 02 April 2009 - 11:33 AM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#1139
Posted 02 April 2009 - 04:56 PM
And now i would like to say about some bugs i notised(someone already told about these bugs? than sorry).
Ithilien, Dunadain rangers and Dark numenorian rangers can not use arrow-bombarding when combined 5+5=10
Edited by Anri1, 02 April 2009 - 05:04 PM.
http://us.mnzeo.2y.n...wimoovevio.html - that's fun
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