tag.
Let me enlighten you:
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If I wanted to, I could go build a windmill right now in under 10 minutes, doesn't mean it would work that well or do much of anything, Windmills and watermills require relativly decent knowledge of construction.
Techs in medieval and such eras are not the same as the modern concept.
During history, some people have had naturaly better understanding of how things work and could build things. Some times these things were rubish, some times they were great. Eather way, your average person could always build a windmill. He would start by trying it, failing, seing what was wrong, retrying... repeat untill you get a working model.
The average farmer might or might not know how to plow his field in the optimal way, but he does know to plow.
A tech in civ is basicly a point where your scolars have gathered the knowledge, studied it and distributed it to your people.
The Farming tech represents your scolars going to every farmer and teaching him the best metod of farming to increase production and decrease the Trial and Error period during construction significantly decreasing build time.
And as to Feudal Lords ordering his population around, he wouldn't do that unless he wanted a revolt on his hands. Contrary to popular views, the feudal lords weren't despotic. When the Byzantine Emperor Justinian II transfered whole communities of slavs from Thrace to repopulate Anatolia, he really didn't do much to endear himselves to the slavs, and nearly had a revolt a couple times, and when he tried to force them to fight the Arabs, the slavs quickly went to the Arab side and the combined Arab/Slav army quickly destroyed a Byzantine Themate Army
Dude, for every enlightened emperor out there, there were 10-20 if not 100 despotic blood thirstey leaders that would order you around. In the early middle ages, peasants could be traded betwen feudal lords like cattle allong with their land.
For your comment to the KISS thing, fine, but you atleast understand my point at least.
Simple is not always better. Some times, keeping it simple can only lead you to oversimplification.
I know very little about the warhammer universe, but perhaps PL could enlighten me how the FF improvement system makes WHFB 'more loyal to the game'
By being more loyal to the appropriate historical era WHFB is set into.
Why should people have to relearn everything?
Becouse no one wants to play a game that is the same as every other game but with some more eye candy.
FfH does a great job at providing common points, for your first game, you don't have to use magic, religions, or anything.
...than what exacly is the diference betwen FfH and normal civ on marathon and locked in the medieval era...
Are you sure that you have played the mod at all? You should realy try playing FF some more...
As to your second statement, I wouldn't care where the build menu is as long as it is intuitive and easy to access.
As for DOW, there is no build meny, you have to click the appropriate building and find the build button on them. So the build system is completely oposite to C&C games. Hence my example.
May I ask you, have you ever tried to make a mod before? I have made around 6 (most of them never left my HD though..) and large part of making a mod is being able to sell it. Basic psychology says that if people are thrown out of their comfort zone (trying a total conversion mod) they cling to what they know. And if they don't have that, they tend to retreat from it before becoming acclimated to it.
Actualy, I am working on several mods. Not for civ thou. Mostly for DOWSS and Space Empires IV and several other games. I am also a programer so I know full well how the public reacts to a brand new product. If you just keep playing the safe confort zone route, than you are sacraficing progres in reguards of quality. I would always prefer a product that needs some getting used to but astonishes me in the end.
You don't have to make a 'todler mod', but don't change stuff just becasue you can. MOAR!!!!!! never works, which is why RFC despite not adding many new things besides stability and dynamic civs, has done so well, they know their strenghts and capitalize on that. From what I can tell, Warhammer is based on War and the clash of Empires, not on domestic development.
Well, I don't know about you, but there are a lot of people here that do not see this mod as a Tabletop for Civ mod. We want to play the lore behind the battles. To lead the nations into progres, not just to wage war.
I don't want to just fight battles with the Empire, I want to be Emperor Carl Franc leading his empire, nagotiating with the Bretonians, building up the lands and spreading the holy church.
Besides, if you have checked the lore, you would see that in WHFB, the empires rarely clash on a big scale. It's basicly a newer ending series of skirmishing with intervals of peace, but rarely huge wars.