Veeshan wrote: » Warth wrote: » 1. No Corruption applied for killing non-citizen in the Zoi. 2. Corruption gain is tripled if you kill a citizen. All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions. I would have 2 changed as corruption gained triple if citizen kill another citizen I like number one alot because it allows for you to be a close of state much like japan was for a large period where they just closed there boarders and i think it could be a fun little aspect that could be included here.
Warth wrote: » 1. No Corruption applied for killing non-citizen in the Zoi. 2. Corruption gain is tripled if you kill a citizen. All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.
Asgerr wrote: » Religious Node: Protectors of the faith: earn extra XP towards player's faith progression from killing players of a religion different than their own Polytheistic Pantheon: Allows for the construction of an additional temple - must be of a different faith than the governing one Faith mendicant: players with under X amount of coin and Y amount of inventory space used (node storage included) gain increased XP towards their faith progression
Robdogatron wrote: » I definitely think that policies should be based on more than just the node type: militaristic, economic, scientific, religious. Racial policies determined by the dominate race of a node should be present, makes sense. On top of that, I would love to see dynamic policies based on events within the node and connected nodes. E.G: An ancient Verra elemental golem spawns because a mayor has elected to build a mine in the node. Upon defeating the elemental, a policy unlock that all miners have X% increase to mining speed as they no longer fear disturbing the slumbering ancient. Something dynamic and reactionary to players actions within the node. As it’s said that every node will have unique paths based of environment and player decisions, a lot of options of policy cards should be designed if Ashes was to go this direction with policies. I personally would feel like the voting and electoral system would be more immersive and rewarding
Volgaris wrote: » Warth wrote: » 1. No Corruption applied for killing non-citizen in the Zoi. 2. Corruption gain is tripled if you kill a citizen. All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions. Maybe not zero corruption, but halved or something. If you're node is at war then there should be zero for killing greens in your zone.
SkylarckTheBotanist wrote: » Tulnar's Scotopia: Tulnar's depth of view is increased by X% during the night or in dimly lit areas.
Strevi wrote: » Nice community. I want to see it when the game is released.
Abarat wrote: » Strevi wrote: » Nice community. I want to see it when the game is released. Hi Dygz!
Abarat wrote: » whiners punishment: no penalty/corruption for killing whiney forum players... e.g. dygz and his many forum alts... aka "we need to be relevant somehow"