Deleted member 7219
Guest
General:
The game itself in my vision should be more close to the first B&W than the sequel, and be more of a god game in general.
Movements:
The same that B&W has, but with features from B&W2, such as rotating camera with the middle button or quick zoom within double click to make things more convient. Because of that, no more clumsy menus and toolbar!
Alignement:
No changes, but now using animals as a food is not evil (but evil to sacrifice them). You also have now 3 ways to play: the first one is for both evil and good gods and you need to impress other towns, no matter if with good or bad things. The second one is only for goodies and you need to make your towns impressive to make people from other place move to you. The third one is only evil and you need to to just raid other towns with armies. More info below.
Villages and people:
Tribes;
Of course, multiple tribes should come back! It was a great idea to separate them and add different miracles and wonders.
Desires;
People now will have also a new desire, stone, as the new resource appeared. Desire flags also should move to the village centre, as it makes more sense.
Disciples and professionals;
Now, besides the disciple, you'll also have professionals, that you can create with the special civic building, school (see below), and that will glow with blue. But you can't create professional breeders, missionaries, worshippers and soldiers, because first two have non-physical skills, and the other two are selected by the village centre and play the much more different role than the others. Here's the list of kinds of work:
1. Forester collects wood.
2. Miner collects stone.
3. Farmer collects grain.
4. Butcher slaughters the animals.
5. Fisherman fishes for fish.
6. Craftsman moves wood from the store to the workshop.
7. Breeder creates more people...
8. Missionary spreads your word at other villages, impressing them.
9. Worshipper worships for you.
10. Soldier fights with enemy people and buildings.
Belief and impressivness;
Belief works the same way. You gain it my showing your god powers, no matter by good or evil means. But there also will appear the second parameter, impressivness. You can increase it by keeping desires low, building a lot of high-leveled buildings and having artifacts. People with lesser impressivness will move to nearby impressive towns, but the proccess may slow down if the town has a lot of belief in their god.
Worshipping;
Works the same, but now you can also manually make people worshippers and not only by the totem.
Armies;
An element from B&W2, but less deep and direct. Now, you'll have to make people soldiers at the village centre, just like you do with the worshippers, but you still can choose manually. Then you place the flag, select where you want your troops to walk, and select mode, such as aggressive stance (attacking anything and everything), passive stance (attacking if they are attacked) and attacking the zone (attacking everything, but in the strictly selected area). Different tribes will have different warriors.
Influence;
Works the same way.
Buildings:
Temple;
It should come back. It was such a great idea, to have a "centre" building where you have all the important stuff instead of boring menus. Besides already existing rooms, including the future room, that went unused in the main game, but need to serve the purpose of announcements of future updates, there may appear player profiles room, mod loading room, multiplayer set up room, vortex room to travel to the past lands (I'll talk about it in the "Lands" section), achievements room (I'll talk about it in the "Miscellanous" section) and just play ground room where you can have fun with your powers or test them. 6+6=12 in total, but because temple has not enough space inside, it could be divided into two floors. But there's an important change: new temples can be built by using 8 scaffoldings. These temples will require much more resources than the first temple you built, but will take all the damage directly and not transfer it to other buildings. Even with it, new temples will give you a lot of pros, such as quickier access to creature pen and the worship site, or, most importantly, more chance to survive.
Wonders;
No changes, same as B&W1, they still increase your powers and can grow by either artifacts or belief amount. Can vary in amount of wood and stone required.
Miracle dispensers;
Though they require not too much wood to build, by their small physical appearence, they require hell-a-lot of time and builders, by their complex and great divine appearence. Now you can also not only store, but actually make them produce miracles by casting them several times, until they'll remember, juts like the creature does.
Village centre;
Requires a lot (compared to other buildings) of stone, because, in fact, these are made of stone and a bit of wood. Now villagers desires (food, wood, stone, defense, mercy, expansion, civic buildings, offsprain) are here. You can also manage the amount of worshippers and soldiers here.
Resource gaining buildings;
The most common one is the farm. It just grows the grain. But you also have fisherman's house (increases the chance of fish school to appear), corral (used to make animals breed and grow faster), greenhouse (used to make trees) and mine (used to make stones).
Civic buildings;
1. Village store. Used to keep your food, wood and stone in safe. Flags have moved to the village centre, so now flags here show only the amount of space left for resources. Requires some stone.
2. Workshop. Used to turn wood into the scaffoldings. Has its own wood desires flag. Requires some stone.
3. School. New important building, that is used to turn disciples into professionals, that will work faster. Just click at one of the flags to select the work you need to teach them. Requires some stone.
4. Graveyard. Used to store dead bodies so people won't mourn and spend their time that they could rather spend on work.
5. Creche. Used to keep children safe, motivates people to offsprain more.
6. Hospital. Used to keep injured and sick people safe and heal them without the divine help.
Small and large abodes;
No changes, but large abodes now require some stone.
Creatures:
AI in the first part was incredible! I'm sure, if we can't make it better, it should be the same level, and not like in B&W2. Well, not much more to say. Well... Maybe add the choose of gender? Why actually not, just a player preferences thing.
Swapping;
Of course, there should be more creatures besides the starting ones. But not THAT more like in B&W, because they barely differ. Everything should be in the reasonable limits. The emphasis should be on ensuring that the creatures are truly different, each having different combinations of pros and cons, such as how fast they lost their stamina and health, how fast they get hungry, how fast they move, how fast they learn new things and miracles, how easy they learn their lessons, how big damage do they have, how many objecta they can keep at once, for what distance they can toss objects etc etc etc. After replaying the game, you should be able to choose not only the starting creatures, but also other ones that you unlocked while playing. If you didn't, then you can choose only the starting ones until you'll unlock at least one new creature.
Fights;
The same mechanics: your creatures has a queue of actions. Click on the enemy creature, your creature will hit it, click on the creature, it will block, click on the land, it will move, draw a gesture - you won't cast the miracle, but your creature do if it has learned it, but it will have a line of enegy, so it can't cast miracles all the time. The old battles were rather boring and you could win only by spaming hits and maybe healing time to time. Player needs to actually BATTLE in the BATTLE, and not just click a lot and hope that their creature will make the hit first. There should be also more battles in form of silver scrolls, with different conditions and enemies, and with the rewards in form of those creatures that you just fought.
Leashes;
Same three leashes (aggression, compassion, learning), but also the neutral one for free will.
The game itself in my vision should be more close to the first B&W than the sequel, and be more of a god game in general.
Movements:
The same that B&W has, but with features from B&W2, such as rotating camera with the middle button or quick zoom within double click to make things more convient. Because of that, no more clumsy menus and toolbar!
Alignement:
No changes, but now using animals as a food is not evil (but evil to sacrifice them). You also have now 3 ways to play: the first one is for both evil and good gods and you need to impress other towns, no matter if with good or bad things. The second one is only for goodies and you need to make your towns impressive to make people from other place move to you. The third one is only evil and you need to to just raid other towns with armies. More info below.
Villages and people:
Tribes;
Of course, multiple tribes should come back! It was a great idea to separate them and add different miracles and wonders.
Desires;
People now will have also a new desire, stone, as the new resource appeared. Desire flags also should move to the village centre, as it makes more sense.
Disciples and professionals;
Now, besides the disciple, you'll also have professionals, that you can create with the special civic building, school (see below), and that will glow with blue. But you can't create professional breeders, missionaries, worshippers and soldiers, because first two have non-physical skills, and the other two are selected by the village centre and play the much more different role than the others. Here's the list of kinds of work:
1. Forester collects wood.
2. Miner collects stone.
3. Farmer collects grain.
4. Butcher slaughters the animals.
5. Fisherman fishes for fish.
6. Craftsman moves wood from the store to the workshop.
7. Breeder creates more people...
8. Missionary spreads your word at other villages, impressing them.
9. Worshipper worships for you.
10. Soldier fights with enemy people and buildings.
Belief and impressivness;
Belief works the same way. You gain it my showing your god powers, no matter by good or evil means. But there also will appear the second parameter, impressivness. You can increase it by keeping desires low, building a lot of high-leveled buildings and having artifacts. People with lesser impressivness will move to nearby impressive towns, but the proccess may slow down if the town has a lot of belief in their god.
Worshipping;
Works the same, but now you can also manually make people worshippers and not only by the totem.
Armies;
An element from B&W2, but less deep and direct. Now, you'll have to make people soldiers at the village centre, just like you do with the worshippers, but you still can choose manually. Then you place the flag, select where you want your troops to walk, and select mode, such as aggressive stance (attacking anything and everything), passive stance (attacking if they are attacked) and attacking the zone (attacking everything, but in the strictly selected area). Different tribes will have different warriors.
Influence;
Works the same way.
Buildings:
Temple;
It should come back. It was such a great idea, to have a "centre" building where you have all the important stuff instead of boring menus. Besides already existing rooms, including the future room, that went unused in the main game, but need to serve the purpose of announcements of future updates, there may appear player profiles room, mod loading room, multiplayer set up room, vortex room to travel to the past lands (I'll talk about it in the "Lands" section), achievements room (I'll talk about it in the "Miscellanous" section) and just play ground room where you can have fun with your powers or test them. 6+6=12 in total, but because temple has not enough space inside, it could be divided into two floors. But there's an important change: new temples can be built by using 8 scaffoldings. These temples will require much more resources than the first temple you built, but will take all the damage directly and not transfer it to other buildings. Even with it, new temples will give you a lot of pros, such as quickier access to creature pen and the worship site, or, most importantly, more chance to survive.
Wonders;
No changes, same as B&W1, they still increase your powers and can grow by either artifacts or belief amount. Can vary in amount of wood and stone required.
Miracle dispensers;
Though they require not too much wood to build, by their small physical appearence, they require hell-a-lot of time and builders, by their complex and great divine appearence. Now you can also not only store, but actually make them produce miracles by casting them several times, until they'll remember, juts like the creature does.
Village centre;
Requires a lot (compared to other buildings) of stone, because, in fact, these are made of stone and a bit of wood. Now villagers desires (food, wood, stone, defense, mercy, expansion, civic buildings, offsprain) are here. You can also manage the amount of worshippers and soldiers here.
Resource gaining buildings;
The most common one is the farm. It just grows the grain. But you also have fisherman's house (increases the chance of fish school to appear), corral (used to make animals breed and grow faster), greenhouse (used to make trees) and mine (used to make stones).
Civic buildings;
1. Village store. Used to keep your food, wood and stone in safe. Flags have moved to the village centre, so now flags here show only the amount of space left for resources. Requires some stone.
2. Workshop. Used to turn wood into the scaffoldings. Has its own wood desires flag. Requires some stone.
3. School. New important building, that is used to turn disciples into professionals, that will work faster. Just click at one of the flags to select the work you need to teach them. Requires some stone.
4. Graveyard. Used to store dead bodies so people won't mourn and spend their time that they could rather spend on work.
5. Creche. Used to keep children safe, motivates people to offsprain more.
6. Hospital. Used to keep injured and sick people safe and heal them without the divine help.
Small and large abodes;
No changes, but large abodes now require some stone.
Creatures:
AI in the first part was incredible! I'm sure, if we can't make it better, it should be the same level, and not like in B&W2. Well, not much more to say. Well... Maybe add the choose of gender? Why actually not, just a player preferences thing.
Swapping;
Of course, there should be more creatures besides the starting ones. But not THAT more like in B&W, because they barely differ. Everything should be in the reasonable limits. The emphasis should be on ensuring that the creatures are truly different, each having different combinations of pros and cons, such as how fast they lost their stamina and health, how fast they get hungry, how fast they move, how fast they learn new things and miracles, how easy they learn their lessons, how big damage do they have, how many objecta they can keep at once, for what distance they can toss objects etc etc etc. After replaying the game, you should be able to choose not only the starting creatures, but also other ones that you unlocked while playing. If you didn't, then you can choose only the starting ones until you'll unlock at least one new creature.
Fights;
The same mechanics: your creatures has a queue of actions. Click on the enemy creature, your creature will hit it, click on the creature, it will block, click on the land, it will move, draw a gesture - you won't cast the miracle, but your creature do if it has learned it, but it will have a line of enegy, so it can't cast miracles all the time. The old battles were rather boring and you could win only by spaming hits and maybe healing time to time. Player needs to actually BATTLE in the BATTLE, and not just click a lot and hope that their creature will make the hit first. There should be also more battles in form of silver scrolls, with different conditions and enemies, and with the rewards in form of those creatures that you just fought.
Leashes;
Same three leashes (aggression, compassion, learning), but also the neutral one for free will.