Author Topic: Europe 1300  (Read 2966 times)

Offline Chris

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Europe 1300
« on: June 21, 2011, 06:21:57 AM »
So, time for a new game :)

http://europe1300.eu

Core design choices:
- predefined real historical kingdoms with players playing a certain role
- multiple languages (8-20), all those players in the same world (communication challenge, Babel tower syndrome)
- everlasting (yep, my first game with no resets!)
- medieval theme

The game will be promoted as: Role playing game with a strong economy, politics and warfare element.

Basic mechanic:
Point based with separate pools of points (action points, movement points, war points).

Pace of the game:
Most bars require 16 hours to fill in. This means you can go to sleep, then go to work/school and when you go back and login you won't lose anything. The players should login twice per day minimum.
Economic decisions will have longer grace period (like 48-76h till your granary fills up).

Stage:
Early alpha (completely unplayable, the game will be reset before beta and before final release, after that it is everlasting).

Origins & uniqueness
I would say the game is modeled on those PlayByForum "country simulators" where players join a virtual country and live in it (the most known computer supported games of this "genre" are Online Republic, eRepublic, Sunchaser's MedievalEurope). But I suspect that people, as usual, will point a completely different list or will say the game is similar to Evony (as they always say :D).

The most unique thing at the first glance is that players start as nobles. I observed that all these medieval games make you start as a peasant or as a craftsman and then you could in theory make a career. Of course this rarely works and in the end almost all players stay as lowly labouresrs and spend most time assembling some lame wares with their own hands and sell these on market. Not here. You are a noble, you have land, estate and peasants. You are not gonna dirty your marvelous noble hands doing lowly jobs :) EDIT: changed so you start as a peasant.
(of course that's not important, because the only unique thing in my eyes is that it has no resets which is a traumatic change to me :D)

How it works
You join a kingdom, players within a kingdom elect a king who coordinate it and distribute offices. The kingdom go to war with other kingdoms. You compete with people of your kingdom to grab the most privileges, but you also cooperate with them so the kingdom thrive.
You will be also doing individual things like enlarging estate, building castles, tending to your fields (by which I means making sure peasants work, not doing it yourself!), enganging in court intrigues, obtaining privileges & concessions, training, recruiting your personal guard, travelling and several more. EDIT: changed so now you do things personally and have no NPCs under your control.

There will be also a vassal system, which would be paralell to the kingdom (you are not vassal of the king of your country, you can be vassal of any player from any kingdom).


« Last Edit: November 21, 2011, 03:30:40 PM by Chris »

Offline Chris

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Re: Europe 1300
« Reply #1 on: July 01, 2011, 12:22:30 PM »
Since the game is in early alpha (and because I have not spent enough time designing before starting coding :D) I still have several core decisions to make.

One of the most troublesome is progress vs long term gameplay. The game is everlasting which means the numbers will always go up and up. This means trouble later. Like levels (not that there will be any levels, just an example), these require more and more exp per level and you earn these slower and slower. So one day it will be like 6 months to reach next level... Not much fun in a long term. How to solve this?

Even more important the problem is for content (non numeric) assets. For example a kingdom build a university (or more precize all players in a kingdom build it collectively). So they have it, what they do next? I can't add more things to build infinitely. Also, how much such building should cost? If it is too cheap they will build it on the first day and will have nothing to do later, if too expensive it will take ages till they build it (and no, other kingdoms can not destroy buildings).


Offline Chris

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Re: Europe 1300
« Reply #2 on: July 03, 2011, 03:20:58 PM »
It makes me wonder, why so rarely people reply to my posts? Is it because:
a) the questions I ask are so sophisticated and difficult that no one knows how to answer
b) my ideas are so strange and disconnected from the reality that no one even understands what I'm talking about
:D

(and please, don't answer c) both)

Offline CygnusX

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Re: Europe 1300
« Reply #3 on: July 03, 2011, 10:58:31 PM »
This is so unlike anything I've ever considered creating, its difficult to form a response.  I'm really not sure what to tell you.

Offline Chris

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Re: Europe 1300
« Reply #4 on: July 04, 2011, 06:06:11 AM »
Actually it is quite simple and not so unique :D

There is your gang (kingdom), you have a leader (king) and cooperate with you team (citizens of the kingdom) to make your gang thrive, for example by beating other gangs (kingdom wars). There are also your individual personal properties (soldiers, estate, gold).
So there are two basic things: cooperation with your kingdom and managing your individual success (and these frequently interlock, if kingdom is strong citizens get benefits, if citizens are strong kingdom thrive).

There is nothing new here, most games have some sort of clan system, it's the same here. This game is merely more focused on clan cooperation and all clans are predefined from the start without new clans being created during the game, that's all.


If you like, you can even ignore kingdoms and pretend it is a simple game of individual players living in a medieval world (how would you make it?)
« Last Edit: July 04, 2011, 11:25:04 AM by Chris »

Offline CygnusX

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Re: Europe 1300
« Reply #5 on: July 05, 2011, 07:37:54 AM »
If you haven't heard of the books or watched the HBO series 'game of thrones', you may want to look into it.

Basically, there is a constant struggle for the crown.  Coups are thrown, the 'true heir' escapes, and there is a constant struggle for entitlements.  There are also external pressures.  'White Walkers' from north of 'the wall' are suppose to be dead, but now threaten to rise and attack the Kingdom.

If I were a player in such a game... there are a few roles I'd consider playing.
1) The town's blacksmith.  You bring me materials, and I turn them into cool weapons/armor.  As I build stuff, I gain knowledge, letting me build better stuff.

2) A powerful knight/warrior/mage, etc.  If I were super powerful, Kings and Coup Leaders alike would desire my loyalty.

3) Martial Arts instructor.  People from all around would come to me to learn how to improve upon their skills, and I'd charge mad $$ for my time.

4) A pimp.  You won't add this, but these did exist in medieval times.  I would run the largest harlem in the city.  Men would pay big $$ for the services.

5) A King/Lord/etc.  I would receive quest from a soothsayer, messenger, scout, etc and I'd then assign task for those who worked underneath me.

6) A farmer.  People need food, yes?  I could own a large farm and run a monopoly as not many people want to work a farm.  When I had enough money, I could change my lifestyle.

Those are just some ideas.  This game sounds like it could be really difficult to program.


Offline Chris

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Re: Europe 1300
« Reply #6 on: July 05, 2011, 10:11:23 AM »
If you haven't heard of the books or watched the HBO series 'game of thrones', you may want to look into it.
I think you won't be surprised when I say that I have not read the book nor watched the series but I played the boardgame :D

But GoT is about one kingdom with families fighting each other to take control of the crown while my game is about several kingdoms fighting each other. I simply won't have enough players to make any inner kingdom backstabbing meaningful (plus, kingdoms that focus on it instead of fighting other kingdoms will simply fall prey of the more organized and unified kingdoms). The natural tendency for my game would be rather strong integration of kingdom citizens and their desire for a common cause. The kingdoms with citizens fighting among themselves for power too much will simply be poor underdogs. I guess :D

But yeah, nice ideas.

Offline Chris

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Re: Europe 1300
« Reply #7 on: October 12, 2011, 08:25:01 AM »
After talking with many people I concluded I have to change my mind and go for a true hierarchical vassal structure. No matter what reasons I listed for it being bad they still want it :D
This also means the whole kingdoms concept will be weakened (ties with the kingdom will be competing with vassal ties) and that the inner kingdom cooperation will suffer.


How vassal system would work:

There are 4 tiers of players:
- Tier 1: peasant, merchant, craftsman, squire
- Tier 2: knight (3 fiefs)
- Tier 3: baron (8 fiefs, a castle)
- Tier 4: count (12 fiefs, a castle)

You start as a peasant and you can become promoted to non peasant tier 1 character with a bit of effort. Tier 1 players have no vassals. Then you can be promoted to a knight, usually you won't have vassals here but you can. Next is baron, he has to have vassals. Count is the last one and he/she must have vassals, at least 2 of them must be barons, also counts are obligued to own & maintain a castle.

Each tier 2+ player has fiefs to give out (to vassals only). Each player that received a fief from his/her senior gets a bonus land. In exchange vassals add a percentage of their influence stat to their senior(lord) stats. Any player can become a vassal of any player (as long as the senior is higher tier than the vassal), but they get -20% to bonuses if they are in different kingdoms.

The king is a separate thing, not related to vassal structure. It is just an office (citizens of a kingdom elect a king and that's it). The king still retains his original vassal/senior status.

Offline Chris

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Re: Europe 1300
« Reply #8 on: November 22, 2011, 05:25:30 AM »
I discarded several things and added several things. The gameplay is leaning towards economy now (produce things to sell for profit). Below is HowToPlay, which contains almost all existing and planned aspects of the game.


=====================
HOW TO PLAY

- BASIC -

Collect resources:
1) Visit town (3rd round button) then outskirts.
2) Go to forest and collect some wood, then to quarry and mine soem stone.
3) Now you can construct buildings.

Earn gold (crops):
1) Visit your estate (2nd round button).
2) Go to fields and plow & seed these.
3) Wait till the crops grow (several hours) then harvest the crops and thresh the sheafs to get grain.
4) Go to marketplace (town) and sell grain.

Earn gold (workshop):
1) Visit your estate (2nd round button).
2) Build a workshop of your choice.
3) Craft the product (you will require various half products and resources, you might gather these yourself or buy them on the market).
4) Go to marketplace (town) and sell it.

War:
Your kingdom might be at war with other kingdom, in such case:
1) Go to the map (4th round button), click list of battles.
2) Click on any active battle of your kingdom.
3) Participate in the battle (simply click till you run of of battle points).
4) You will get gold from ransom and glory. Your kingdom might bet some benefits in case of won battle.
You never risk anything as a warrior, helping your kingdom in battle ia always benefitial to you.


- ADVANCED -
(this below is not finished yet and might not work properly/different in current version yet!)

Influence and elections:
Influence determine your political power within the kingdom. You can increase it by investing in mansion, nobility or prestige.
Influence determine the strenght of your vote during king's election. The election is organised monthly. The player (noble only) that gets the most votes becomes the king.
The king destribute offices among citizens of a kingdom also starts wars and battles.

Skills:
You can learn various skills in parish school, monastyr or university by spending stamina. These can be crafting skills that help you make things or advanced skills that help you be a better official.

Offices:
Each kingdom has a pool of offices (depending on kingdom's size and status), these are distributed among citizens by the king. Each player can have up to 3 active offices. An office grants prestige, salary and other bonuses. The skill (law, justice, etc) of an official affect the stability of the kingdom. Some offices has minimum skill requirements.

Vassal system:
You can be a commoner or a noble (3 tiers of nobles). If you are a noble any lower tier player can become your vassal. As a reward your vassal gets additional income from fief. The senior (noble that has vassals) gets additional influence bonus. It is recommended for both vassal and senior to be citizens of the same kingdom, otherwise they receive small penalties to the bonuses.

Shops:
You can setup shops in cities and sell goods to NPCs. This might be quite profitable since the prices are higher than those on the market. How much you can sell and for what price depends how many other players sell the same good in that city and also on the wealth and stability of that city and kingdom.

Professions:
You start as a peasant, that profession has a bonus to crops production. You can change your profession to craftsman (can have additional workshop) or merchant (can have more shops and better prices) or a noble (can have vassals and usually have higher influence).

=====================

Offline SpaceDoG

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Re: Europe 1300
« Reply #9 on: November 22, 2011, 05:58:42 AM »
I just noticed that you're displaying some of the data before requests are actually processed. It's causing the information on screen to be outdated/inaccurate...

Offline Kyle

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Re: Europe 1300
« Reply #10 on: November 23, 2011, 01:41:26 AM »
This game looks pretty awesome even for only being in the alpha stages, it definitely has great potential.
I'm going to check it out and give you feedback wherever I can.

Some of the things I've found so far are rather minor, but still issues nonetheless.

The English is a bit off in some of the text.
Quote
You are a noble in medieval society.
You own land which bring you wheat, later you sell it to cites to get gold. You should sell wheat before Granary fills up (100%).
You spend Stamina to do various actions. Stamina replenish a bit each hourly, harvest is done hourly as well.
Should be more like:
Quote
You are a noble in medieval society.
You own land which brings you wheat, you can sell wheat to cites for gold. You should sell wheat before Granary fills up (100%).
You can spend Stamina to do various actions. Stamina will replenish a bit each hourly, harvest is done hourly as well.


The marketplace is great, it just needs something to divide the table rows, like a thin border along the bottom of each row.
Also I just noticed there is a border along the bottom half of the table for that, looks kind of funky, like the table is sitting inside a sort of description box.

The icons for the main menu at the top need to be redone. They get the point across, but they are sloppy and could definitely use some polish. Use photoshop, not paint lol

Also it looks like you save all your images in a super low quality after making them, because they are all pixellated. The circles aren't really circles, and the main logo for the game looks quite rugged. The game would look 20x better if the edges of your graphics were smoothed out.

Okay I'm gonna take a break now I'll definitely look around some more and see what I can find.

Overall a great concept. It will be a great game some day.
Do you own a text based game?
Add it to my list of text based games for free promotion! BestTextGames.com

Offline Chris

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Re: Europe 1300
« Reply #11 on: November 23, 2011, 06:08:39 AM »
Generally, I don't fix things like spelling mistakes, texts or display order during Alpha stage. Only if the game survives and reach the Beta stage it earns the right to be polished :) First, it has to become fun and playable. Otherwise it will be scrapped and the polish would go to waste anyway.

I'm also flattered that you mistaken my temporary "images" with gfx :D Later I will hire some artist to do these.

This game looks pretty awesome even for only being in the alpha stages, it definitely has great potential.
Yes... relatively many people say it has potential, now if only I knew how to do the final push and make this potential playable :D

Offline AltarofScience

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Re: Europe 1300
« Reply #12 on: November 23, 2011, 10:23:19 AM »
there are many problems with the game economy wise. the most efficient use of stamina is to just farm wood with all of your stamina. that is the most efficient stamina to gold action. growing crops is a waste of time. building workshops is pointless. granary is useless. all of these things are a huge loss of stamina and gold. further, the next thing to do is spend about 800 gold and buy every equipment, and also a horse and saddle and a dog. then just farm a battle against a crappy country for gold. the amount of gold made vs spent in maxing out equipment is immense. various other aspects of the game don't seem to do anything. glory fame and influence seem generally irrelevant, as do prestige and nobility.
obviously 90% of the features aren't in place yet, but none of the changes you list will fix the wood farming and battle spamming problem.

Offline Chris

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Re: Europe 1300
« Reply #13 on: November 23, 2011, 11:54:15 AM »
I have not touched prices balance yet, these are kind of random :D Also when I finish the market system these should self balance without me doing anything (if not I will redo the prices manually).
The gold from battles is more tricky one because it has nothing to do with market sold items... I guess, I would have to do it so battles bring on average gold equal to 50% of your daily income from farms (after farms are balanced of course :D).

As for spamming battles, the assumption is that there is always (on average) at least one battle per kingdom going on. So the player can always (usually) participate in one. Batttles don't use stamina but battle points so economy & battles are not competing for the same resource. There will be some cost for a kingdom to start a battle, but for the individual player it is free and always benefitial. So citizens will make the king to start battles, even if these are not benefitial to the kingdom. Which might be interesting if the king says "I can start a battle but I need to increase taxes first since the kingdom treasury is empty" :D
« Last Edit: November 23, 2011, 12:02:18 PM by Chris »

Offline Chris

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Re: Europe 1300
« Reply #14 on: December 13, 2011, 08:17:05 AM »
The economy part (workshops, fields, marketplace and expeditions to bring rare goods from China or India) is basicly finished and playable.
First professions are working (peasant, craftsman, merchant), the higher tier ones not yet.

Offline Chris

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Re: Europe 1300
« Reply #15 on: January 12, 2012, 11:04:43 AM »
OK, most of the critical stuff is done, the project will soon leave alpha and enter beta stage (I even added it to my forum signature :D).

Do you have any feedback/comments?

Offline Murzim

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Re: Europe 1300
« Reply #16 on: January 14, 2012, 07:58:44 AM »
OK, most of the critical stuff is done, the project will soon leave alpha and enter beta stage (I even added it to my forum signature :D).

Do you have any feedback/comments?

-I think it will need some energy tweaking. Current energy seems too much for a starting player but too few once you consume it. Having prices of 35 energy for a single action that seems easy to conduct is way much. You have Lords as a slow paced game, perhaps make this fast paced ? Or add premium to buy energy in the gold phase and/or give energy bonuses when one gains a level.

-Any plans for duels ?

-I joined up a vassal state and I cannot rule. I wonder if Vassal states are predefined, in this case I do not like it. Also, not sure if this already exists, but a player should be able to overthrown current king and hold elections just about anytime.

-I wonder how I can increase my land ? This should be critical. I should be able to buy land with gold with price raising up for every acre. Also I should be able to earn gold by serving the state from an office position. Finally I should be able to raise my land for offering my military services.

-Regarding military, it would be good to be able to maintain my own personal army. I should be then able to attack other players with this army or send it to fight for the nation. In case I attack other players, I can affect only influence perhaps and some gold looting would be good. Well, I know I am taking it a bit far.

-You need a miner craft

-Switch over professions should cost something.

-A knight should not be able to become king

-Baron should be a prequisite before you can become a count perhaps and count can become a king. Or at least put a difference to baron/count

I think you have set it up well already. I would make sure that non-noble classes get sufficient bonuses. Or even better, make noble class limited, a finite number. For example, whoever 10 have the most X point (ie nobility) are the 10 nobles of the state. When someone loses nobility, he should lose his vassals too (therefore more bonuses for vassals-nobles should be given in order for the players to bother with it).

Marketplace needs a central icon at the menu and menus should be a bit smaller too (I know its not important now, just mentioning it for future reference)




Offline Chris

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Re: Europe 1300
« Reply #17 on: January 14, 2012, 10:58:18 AM »
First about the overall spirit of the game.
You are a citizen of a kingdom, not a king. It is not a game where you build armies and fight other kingdoms. In this game you join a kingdom made up of several players and you fight together. You elect one of fellow citizens as a king, who will be the one who coordinate the kingdom (be he won't have all the power).
Also, everything there is done by players, almost all roles. Therefore a thing like personal NPC army is not planned. If you want army you become a baron and recruit other players as your vassals, then you can fight together (higher nobles might own a castle shared with his vassals in later versions).

Vassal state is basicly a partially disabled kingdom, it is only to prevent everyone joining and becoming a king in a lone kingdom. Vassal states will be upgraded to sovereign states on players' request (like 3-5 players made a request they want the kingdom X fully activated and they will elect one of them as the king). I hope that in the live game there won't be any vassal states after one year :)

Yes, the players can elect a new ruler, it works already (Town Hall, Elections).

Land can't be really upgraded, you can alter it a bit via vassal system, but overall it stays fixed size. It is so the income does not go out of hand, which is critical in a no reset game.

As for "everyone wanting to be a noble", to my surprise it is not true. Recently the king of France abdicate on his free will, downgraded to a peasant and moved to another kingdom, because of "too much hassle to be a king" :D Actually, the current problem is that commoners' professions are very powerful compared to nobles and not enough players want to be nobles :) But I guess it is good, people who really, really want to be high level nobles & have real players as their vassals can be nobles.

Duels - not sure... If someone made a good sugestion how it should work, why not. Note only that just a portion of the players are knights and high nobles, so I don't want to force minstrels, nuns, scholars to deal with duels because it goes in the way of their roleplaying.

Energy/stamina - yes... I know there is a problem here. Ideas how to solve this?
(BTW, the 35 stamina option is marked '[test]', it is only to speed up alpha testing and it should not be used by players who intend to play it as it is meant to be; the biggest "legal" option require 20 stamina (kingdom change, but that's a really drastic option used like once or twice in a lifetime), the rest of big ones is 10 stamina, and an average stamina cost is 3.)

"You need a miner craft" - what do you mean? A profession? You can get a mining skill in the parisch school.
« Last Edit: January 14, 2012, 11:00:01 AM by Chris »

Offline Murzim

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Re: Europe 1300
« Reply #18 on: January 15, 2012, 10:02:10 AM »
-I overlooked the mining skill. Much better than a profession although I would still like a miner profession but still professions need some work. As it is now, I can switch through all professions the time I need them and exploit the initial idea in this way. A miner profession should give a bonus to mining for example, like mining skill does. It just gives an extra bonus as buying skill points is extremely expensive too.


-For Vassals, I would still like to protest a bit more.
First of all, why would it be bad to have single-player run kingdoms ? IT definitely increases the maximum number of happy people per game and this is always a big bonus.
Second, as it is, a player like me, who joined a vassal state, has significantly fewer options than the one available. It forces me to go join a leading state, making my first choice in the game (which I enjoyed very much) a bad one.

I think that Vassals should exist but there should be options for players to liberate them. Nationalism at its best and what is a better objective than a glorious one like liberating your country ?

Duels - Like it is now, I have not yet been able to fight. Still, I have already paid for a sword and days already count backwards. Perhaps you could add a counter for duels, like stamina. Like a pool of maximum 3. When one is used, add one every x minutes. Players should be able to increase this number with skill points earned from levels.

Energy - In the same way, use a smaller pool for energy but less time to fill this pool. Give skill points per level and let the users spent them there as well (increasing stamina pool). Award a fill up of the pool once someone raises a level. Add some more fields where skill points can be put to allow more diverse gameplay.

If skill points to increase maximum pool does not sound right to you, just link it with level perhaps (+x per level).

It definitely needs some action now. As it is, I can play about once per day and finish in 3 minutes. During these 3 minutes I might not be able to be engulfed by the game spirit, thus making it harder for me to return to play.

So energy should be reshaped in a way to increase playing time.






Offline Murzim

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Re: Europe 1300
« Reply #19 on: January 16, 2012, 06:02:35 AM »
-Honey Combs not on marketplace ?
-On replow screen, resource images need title

Offline Chris

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Re: Europe 1300
« Reply #20 on: January 16, 2012, 09:17:23 AM »
Energy/stamina
Yes, increasing regeneration rate and decreasing max stamina would improve the dynamics. But it has drawbcaks too, like how often you are forced to login to the game... Originally it was made for once per 18 hours, now the bar lasts for around 16 hours.

But I think the problem is actually of a different nature, does amount of stamina increase the number of things you can do and play time? I doubt. What you actually do ewhen you login. First harvest, then war if any is in progress, then a few strategic options like improvements/moving and the rest is spend on production. Imagine there was an edit field which allows you to make X productions at once. If you have stamina for 10 products you typically enter 10, if 100 then 100, if 100,000 then again it is just one action of making the thing 100,000 times. It does not affect how many actions you can do, merely how high your production output is.
In short, I don't think stamina/energy mechanic can be used as a time eater in this kind of game.

The idea of a boost of stamina upon level up is nice through (but I would make it like +10 instead of full refill).

Kingdoms
How about, you need to be 30 days old and level 20 before you can become a throne particiant (so no joining and becoming a king immediatelly). All kingdoms that have 30 influence total (kingdom's influence is the sum of influence of all active citizens) can have a ruler. A kingdom also needs a city structure "palace" (quite cheap) constructed in the capital (by citizens OR by automatic expediture of some small sum from kingdom treasury).

There would be no sovereign/vassal states anymore, just the requirements above.

Other
* Professions change limit/penalty will be done later for sure, I postponed it because rapid change of professions helps in testing.
* Yes, no honey combs on the market. Basicly there is no need to separate those who squeeze the honey from the honey comb and those who gather honey combs. All are called apiarists.

Offline Murzim

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Re: Europe 1300
« Reply #21 on: January 16, 2012, 09:38:34 AM »
-Well,I enter and play and I want to make a BIG fortune. To do this, I need stamina. Given the large amount of different actions you can do, it is perfectly possible that you will end up doing 2-3 things and not have anything more stamina for the rest. Only the resource specific actions are more than enough to eat up all your stamina.

 So as long as there are things to do, stamina is always needed. Referral System + Stamina sells should be among top picks. Also, the smaller the total saving bar, the smaller the values for actions should be. Basically, it's 280 turns per day. What is your average action cost ? I would say perhaps 5, this makes 56 actions and you are done for 24 hours.

-I find that the biggest problem nowadays in our job, is to keep the players the first day. The first idea when I got into the game, was to overthrow the king and take his place. Then I saw there was no king and I said here is my chance. Then I saw that the state is a Vassal. Then I said I will make the state independed and take control. Then I saw this was not possible and I came here to nag.

What I basically want to say, is that I LIKE the vassal system. It just needs to be decided in-game. I am in general against limitations (like hey noob, wait 20 days). These limitations should rise from the game itself. If the position is vacant, let the noob become a king. It will definitely help getting more players.

-Then as a ruler, you should be able to take other kingdoms as vassals. All vassal kingdom incomes should then go to that kingdom. How to do this, I am sure you can think of something good. Till you do this, an easy way to approach it would be to make it dependant of people number; If X state has 0 active players, let it be open to become a vassal of any kingdom that pays X amount of gold (Let's say 5000 gold - with current prices it is a good breaking point). Then if someone wants to free this kingdom, he will have to pay the same amount of gold (This gold will be lost -you can add more sophicsticated system for this in the future as game grows-paid to various scummers to do the trick, also a good way to control inflation as any gold that exits the game helps towards it).

The palace you speak of can be future improvements surely. What the game needs now, is more active rulers, willing to declare wars and make treaties etc.

I also highly recommend to put some work into the newspaper. You currently have a log of events. You could consider putting this log as a main button (to draw attention to it) and show it as a newspaper (add images in the future). Supremacy 1914 has the most exceptional newspaper I saw and I think it is a very big bonus to have in such a game like Europe 1300 as it will help the roleplay.


Finally, regarding graphics, really, I like them the way they are. Just create some non-pixelated images for the main buttons and logo and you are done :P (Btw, the stamina bar does not work for chrome)
« Last Edit: January 16, 2012, 09:43:30 AM by Murzim »

Offline Chris

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Re: Europe 1300
« Reply #22 on: January 16, 2012, 10:13:09 AM »
Interesting perspecitive, I would never say there are many optiuons to spend stamina... As for average stamina cost it is 3. The amount you need for workshop production/cooking. That's basicly what you do when you are an older player. I guess the perspective of a new player might be quite different.

Keeping the player the first day - yup, the old struggle in our business :D I would define it more precisely as "making the player login the second time".

Vassal system.
First, confusion. There is a vassal system, it is selecting other players as seniors and other players becoming you vassals. Kingdoms have nothing to do with vassal system (the "vassal state" term is horribly misleading, I will change it).
I basicly should not make a second kingdom vassal system, it would be too confusing with the player vassal system.
As for kingdoms interaction is is done via wars (pillaging cities). I thought of making much later a "supremacy" status, which means you can publicly declare another nation as being superior to you and they get a penalty when attacking you.

"The first idea when I got into the game, was to overthrow the king and take his place." - yeah... I hate when players think that way. There are around 30 kingdoms total and after a while you won't be able to find any free spots not take over the throne (I aim for a balanced system, if a ruler is reasonably doing his job it would be impossible to dethrone him under normal circumstances, the old clique would be strong enough to support their ruler - in theory that's it).

"as a ruler, you should be able to ..." - again, there are 30 rulers total. Ruler's fun is very low on my list of priorities. What I care for is the fun of non ruler citizens.

Newspaper - post more if you have ideas on this, but I'm not giving it a new round button :D I just recently with a big effor managed to remove one. The less buttons (without  degrading gamepaly) the better.
Plus, the list of events is a thing that always appear first when you login, so I think it's the perfect place for it since who would read newspaper at different times than after you login and want to know what changed?

Offline Murzim

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Re: Europe 1300
« Reply #23 on: January 16, 2012, 11:14:18 AM »
Well, once your stamina is over, you need something to do. Reading a newspaper is a good thing to do.

Offline Chris

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Re: Europe 1300
« Reply #24 on: January 17, 2012, 05:50:27 PM »
The palace you speak of can be future improvements surely. What the game needs now, is more active rulers, willing to declare wars and make treaties etc.
There are 14 players right now :) To make this test go (offices given by the king, non noble professions, etc) I need at least 3:1 ratio of citizens to rulers, so I can afford max 4 rulers :)

the stamina bar does not work for chrome
And now?

 


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