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You should check out this game (I warn you, it's not easy to do it better): http://cubiccreations.net/closing-lw-galava.phpShoot... the game is taken off line -.- Maybe you could contact the developer + there is a wiki and stuff to get inspiration from.
I can not find wiki nor retrieve any other useful info right now. Can you point out the most crucial mechanics that made this game so good?
What is better "Turns Used" or "Turns Taken" (displayed on player page how many turns he used so far)?
The wiki: http://galava.wikia.com/wiki/Main_Page
Quote from: Chris on December 09, 2009, 08:15:50 AMWhat is better "Turns Used" or "Turns Taken" (displayed on player page how many turns he used so far)?You're always asking the wrong questions xD. It's quite obvious you are the coder type, not the designer (in the layout/text sense I mean).
QuoteThe wiki: http://galava.wikia.com/wiki/Main_Page I can not find any gameplay info there, only community stuff. Has they removed it or I'm looking wrong way?
maybe people can choose what to capture - forest, mountains etc? so they can somehow point out which resource they need more and that would give more strategical thinking of this game
About GalavaHow the provinces worked? Was it Travian style (you get a separate kingdom) or was it that there were like 5 provinces in the game and all players could build one city in each province? If you attacked form province 3 you were getting land from another player in province 3.
To do this, you must learn to manage your finances, build farms and homes, and finally, craft an impressive war machine to bring others under your will. Whether you sink or swim relies on your decisions
Just mentioning it again, do you consider contacting the developer? Maybe that could provide some sort of inspiration / concrete tips / ... ?
I imagine there are several provinces, each has a certain amount of land. When you "create" a new province it became outer ring of your kingdom. Then you move troops (preferably to the border provine). Only when enemy defeats outer province he can go further. The problem with this concept is that everyone will concentrate troops in the border province and once these are defeated in one battle the whole kingdom is as helpless as a newborn gnome.
Working with some sort of map / grid usually provides much more strategical / tactical possibilities. I understand you are aiming for a purely text based game though?
I can send you pics of my cocks if you want reference.
So you want to make a turn-based, slightly modified version of Utopia that doesn't have the best part of its design, forced teamplay?