Age of Wonders III

Age of Wonders III

New Dawn
galdershawron  [developer] 16 Oct, 2015 @ 12:31am
Racial Governance ideas
As the world of New Dawn grows, it's become obvious that some parts of the game need to be tweaked in order to keep up with the changes. That is especially true for Racial Governance bonuses, as with the addition of entire new unit lines and planned release of more buildings/units, the original bonuses do not seem to be as impactful and desireable.

We are opening this discussion to help us gather ideas on possible development/revamp of the Racial Governance system. Any ideas are greatly appreciated!
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Showing 1-6 of 6 comments
Scorchling 20 Oct, 2015 @ 9:19am 
edit: Instead of giving combat bonuses to certain units, give it to the corresponding unit type instead. that would be a quick fix and/or something to expand on. Most of the combat bonuses are so rarely used they often doesn't come into effect at all. Giving say for exampel all elven troops of the archer type +1 ranged damage. Instead of just the archer/hunter.
Last edited by Scorchling; 20 Oct, 2015 @ 9:22am
Scorchling 20 Oct, 2015 @ 9:41am 
is it possible to track RG and give RG bonuses to dwellings?

what about RG bonuses that unlock only when you have towns from different races in your empire. the more variation the faster progress. the bonuses unlocked could be a bit stronger the ones you get for single races. do i make sense? I'm sick and tired, can't put my thoughts down "on paper" as I would like to do :/
galdershawron  [developer] 20 Oct, 2015 @ 2:29pm 
I admit that I haven't done much research about the RG mechanics and what is and is not possible. When I find a moment, I'll sit on that and see how far we can stretch the boundaries :).

One of the team members suggested that Dwelling races could get their own RG as well, which would make them even more interesting. And definitely - with the amount of units we have added and still plan to add, the bonuses should definitely impact a slightly larger scope than just one unit in particular.

Either that, or we could somehow tweak the entire system of racial governance and expand it into a sort of 'empire governance tree' hmm.. but right now I'm just theorizing. We might find out that we are stuck with 5 Military and 5 Eco and no RG for dwellings :), we'll see.

All in all, I'd love to see the entire RG system much, much deeper, more interesting. Thanks for your ideas Scorchling, keep them coming!

One idea we have toyed with was that speccing into economics could actually allow the player to build some kind ouf adventure map infrastructure too (Taverns could move outside, quarries etc.. using some kind of prospecting system, obviously with strict limits so that the entire map wouldn't be covered with mines).
Last edited by galdershawron; 20 Oct, 2015 @ 2:31pm
Scorchling 20 Oct, 2015 @ 4:21pm 
neat, looking forward hearing about what can and what can't be done ^^
I really like those ideas especially if empire wide -maybe even all types of units (example is elven RG bonuses could help human/dwarven/ect. archer types as well making RG bonuses of other races more fun to persue.

RG seems kinda slow at times for me (by the time I get goblin trolls available I already have better units). I would like to have cities dedicated to increasing RG which is why I think adding a set of buildings which increase RG would really be helpful.
Last edited by ◬ TRIΛNGLE MΛN ◬; 20 Oct, 2015 @ 10:30pm
cyclops 18 Nov, 2016 @ 3:35am 
I do like the seperate RG lines in my empire, it gives shape to decisions about who to migrate and what NPCs to ally with as well as picking a benefit. The unit trees are already governed by research and buildings (andf these by class race and ability), but maybe the idea of "race development" building is a good one. I enjoy the opportunity and happiness cost in the Giant Embassy and that evil structure with a happiness neg: great idea. Something like that, say it can be built in the Throne city only with a gold or production neg?

You have generated a lot of variety and synergies from the race class and ability mix, so it doesn't have to be super complex: its very promising though that you arelooking at having a tinker as even a bit of change here could give even more depth.
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