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Espionage is not very medieval...
I was hoping as part of the whole player experience to just impress through sheer depth of content. I realize how difficult this makes programming, but with some simple design solutions, it should still be manageable.
I'm not sure how my quest to obtain ideas on elements that are seen as vital in medieval-fantasy has changed into a discussion on my ideas at game design.
If I can start players off with the ability to recruit 1 type of unit, the choice to build 1 of 6 type buildings, and 5 different technologies to choose from.... and by the end of the game (nearly a year later), they've built a castle, can build any of 20 different type buildings, have 12 recruit options as per their race, 100 technologies, 50 spells, 5 artifacts, a faction, a unicorn, a hero, etc, etc, etc.... I will be satisfied. Again, the idea is to start a player with the basics, let them work, and let the fruits of that hard labor result in a magnificent kingdom.
It's because you used some phrases that triggered the "noob alert"