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Anyone have Strongholds and Dynasties or Empires?
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<blockquote data-quote="Silveras" data-source="post: 1196500" data-attributes="member: 6271"><p>Adding upgrades should not be too difficult. Adding WORTHWHILE upgrades may be a different issue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As I said before, much of Empire feels like Sid Meier's Civilization series of games, and other parts like the Warcraft family of games, so I would look to them for inspiration in terms of the potential upgrades and other additions. </p><p></p><p>The other thing to keep in mind is maintaining a balance between the different power types. Landed power was historically most important, and would also be so in the fantasy world. It would not be good to throw in so many additional options that the landed power base becomes too diluted. Alternative power bases would need to be able to draw on a multi-national network, really, to be able to compete with a landed realm. </p><p></p><p>On a different note, I should also point out that I really like the way Empire scales. Birthright does not cover smaller (local) nobles; it only operates on the equivalent of the Kingdom level in Empire. Birthright *does* allow for the allegiance of one Kingdom-scale realm to another as a vassal, which is not touched upon in Empire (that I have seen); that is as close as it comes to Empire's Empire scale. Meanwhile, A Magical Medieval Society: Western Europe provides rich details for the lowest-level realm units (single manors). AMMS:WE is much less detailed, though, as the focus rises; it is more of a world-builder's book than a game subsystem at that point. Ideally, any hybrid system would combine the rich detail of AMMS:WE at the lowest levels with the scalability of Empire (perhaps by equating 1 Empire land unit to a benefice of x AMMS:WE manors, x changing with the scale of Empire) and something like Birthright's ability of regents to influence the outcome of actions taken by other regents.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1196500, member: 6271"] Adding upgrades should not be too difficult. Adding WORTHWHILE upgrades may be a different issue. ;) As I said before, much of Empire feels like Sid Meier's Civilization series of games, and other parts like the Warcraft family of games, so I would look to them for inspiration in terms of the potential upgrades and other additions. The other thing to keep in mind is maintaining a balance between the different power types. Landed power was historically most important, and would also be so in the fantasy world. It would not be good to throw in so many additional options that the landed power base becomes too diluted. Alternative power bases would need to be able to draw on a multi-national network, really, to be able to compete with a landed realm. On a different note, I should also point out that I really like the way Empire scales. Birthright does not cover smaller (local) nobles; it only operates on the equivalent of the Kingdom level in Empire. Birthright *does* allow for the allegiance of one Kingdom-scale realm to another as a vassal, which is not touched upon in Empire (that I have seen); that is as close as it comes to Empire's Empire scale. Meanwhile, A Magical Medieval Society: Western Europe provides rich details for the lowest-level realm units (single manors). AMMS:WE is much less detailed, though, as the focus rises; it is more of a world-builder's book than a game subsystem at that point. Ideally, any hybrid system would combine the rich detail of AMMS:WE at the lowest levels with the scalability of Empire (perhaps by equating 1 Empire land unit to a benefice of x AMMS:WE manors, x changing with the scale of Empire) and something like Birthright's ability of regents to influence the outcome of actions taken by other regents. [/QUOTE]
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Anyone have Strongholds and Dynasties or Empires?
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