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Alex Koshelkov posted a topic in The UniversimHey there! Welcome, everyone! It’s been quite a while since our last coffee date. We’ve missed our talks about world domination and cats. Most of all, though, we missed hearing your thoughts on The Universim. We want to hear your opinion on how we can improve a certain little feature in the game. Let’s talk about micromanagement. What do you think should become more automated as your civilization develops? How much micromanagement should remain? We are already halfway through the Medieval Era and have begun working on concepts for the Modern Age. Should Nugget assignment to the buildings be automagic? How should we prioritize who is assigned and who is not? Which buildings should be prioritized when there aren’t enough Nuggets in your civilization to keep them all running? These are the kinds of questions we would love to hear your thoughts about. We need your suggestions and ideas doesn't matter how wild they are. Also, to make your wallet a little thicker, here are some Crytivo Coins. 500 Crytivo CoinsClick Here to Reedem Learn more about Crytivo Coins Here This will help gravity to keep you locked down as all of the new changes distort the world around you. If being consumed by the infinite void of space doesn’t bother you, you can also redeem them for discounts on games in the Crytivo Store. These are the Rewards that Matter! Alright, you may now begin smashing your keyboard over on the forums. Impress us! With love, Crytivo
(KG XST) PEDRO GAMER TV posted a topic in The Universimhello, I'm pedro, a pleasure, in this post I want you to give me your opinion on several mechanics that I've been thinking about for the medieval age, concepts that if they could be implemented (at least I would like very much) would be pretty good. I thought about these mechanics in relation to several adapted and modified concepts for this game coming from strategy and management games. at the moment they are three main mechanics based on the historical veracity adapted to the game. (all are actually related to each other for the progress of the game) -the first mechanics is a exploration mechanic that may be related to the mechanics of migrations. to give it more playability, it could include a mechanic of fog or terra incognita in the whole planet, with what to discover the world and its resources, the nuggets will have to get inside the fog to discover that terrain (the fog will appear once you have built the evolution tower, and it will be revealed automatically once a nugget gets inside) with this mechanics can be implemented a building of medieval age (possible name, exploration agency) and a new technology to implement this building -the second mechanics is the continuation of the phase of the fog, is the implementation of civilizations governed by the AI with which you can interact in different ways, you could ally with them, finish them and trade with them. once uncovered you can do the following diplomatic actions 1: non-aggression pact 2: mutual defense pact (in which the two civilizations defend themselves in case one enters into war with the other) 3: commercial treaty (in which you would open a window with which you could change resources or precious materials that would have in the stores) 4: share maps (so you can discover the territory explored by your "friend" and also he will know yours) 5: migration pact (with which people from your civilization can move to live in your friend's and vice versa, so it can benefit or harm you) 6: war 7: create a federation (the nuggets of a civilization with very good relationship and yours will create a union like the European Union for example) in which resources will be shared and people can live in any civilization of the federation) three possible new buildings, embassy (to carry out diplomatic actions) military or training field (a nugget will be put on as a trainer and will prepare the nuggets in case of attack, with space for up to 6 nuggets to train) and the fortress (building where up to 6 nuggets will be placed to defend it and there will be a space of 50 nuggets not prepared for combat to hide in case of attack). New mechanics for the towers, not only defended beasts, but attackers of other civilizations. Mechanical just thought: the towers can join forming a wall or palisade, the attacking nuggets can destroy these walls with more or less difficulty depending on the material with which they are manufactured (stone or wood). 4 technologies (one for the embassy, another for the training field, another for the fortress and finally one for the implementation of the walls -the third mechanic is the continuation of these two in the development of the game and is the furthest from the beginning of the game, is the mechanics of commerce (previously discussed in the diplomacy section) and extraction of precious materials. this mechanics includes the geologist profession already thought by the developers. but it gives a new use, that of the research of possible areas of precious materials for different uses. This mechanics is what really makes trade between civilizations more feasible without having to exchange resources with them. Once you have discovered an area, you can send the geologist to investigate that area in search of 4 different materials, which are the following silver gold copper precious stones Once these reserves are found, 4 mines (one for each material) can be implemented and their extraction can begin gold, silver and copper can be used to melt and make coins, which can be exchanged for resources of other civilizations, while precious stones can be sold directly and with little quantity, many resources can be extracted. possible new buildings (mine of gold, silver, copper and precious stones (all of two occupants) mint (ability to convert raw minerals into coins (space for two occupants) two new technologies for the moment these are the three main mechanics that would give a new vision to the game (if you want to contribute with new ideas or improve existing concepts, please comment) a pleasure and until the next, goodbye