Old world turn scale
D&D 5E (2014) Mapping a fantasy kingdom - sizes and scale
empireofchaos said:
One thing that has started to irk me lately: when people design a world, they start modeling it as if it were another planet, so there are oceans, continents, etc. My problem with this is: how many people in your world think of it as a planet? How many people in that world know about the existence of other continents? If the answer to these questions is "zero" or something close to it, design something that you can actually employ right off the bat (a kingdom, realm, may one continent), and worry about the linger later. If there are no planetary maps in your society, the players will never observe the one you make anyway. So make something that tells you relative distances and locations of terrains, cities, castles, etc., and fill in the blanks later. Remember also that tour can be very unsafe precisely because there are no maps, and the chances of getting lost are pretty high (if you have no ranger, that is).
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There are two responses I have to this, which hopefully should (imo) lead to less irkage on your part: One, developing the larger world and underst
If genuine, what does turn scale actually do as I'm confused as the page not below states it doesn't double the number of turns, but does reach lifespan?
Is there anyway to increase the game for more than 200 turns without that 200th turn being final turn before winner is declared?
Originally posted by Page 1:Turn Scale: Changing this to Semesters, rather than years will greatly extend number of turns you get to compete with your leaders, so this, combined with the lengthy lifespan option will give your leaders incredible longevity, giving you a more civ-like experience if that’s what you’re looking for. There’s also now an option to use a “Seasonal” turn scale, giving you even more period with each leader.
Originally posted by Page 17:Old World plays out over the course of two hundred years, with each year being 1 turn (choosing the “semesteHeadline changes
Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
AI improvements and fixes
New map script, turn scale and game options
City production can now be automatedDesign
New map script ‘Lakes and Gulfs’
New turn scale ‘Seasons’
New game option ‘Random Improvements’, which randomizes the unique improvements (Shrines) for each nation
New game option Revealed Map, which reveals the map on game start but regular visibility rules apply
Artisans no longer get the Ingenuity promotion for Ship and Siege units, instead get a 25% resource cost reduction on these units
Promotion options of a general no longer include invalid effects for their unit
The Jerwan Aqueduct gives free Farmers even to new farms after it has been built
Added +6 Culture/turn to Necropolis
Added Player Start Location map option to Seaside map script
Improved multiplayer start location selection, especially for team games
Tribal raiders are now willing to take a loTime Span question = 1 turn = 1YI hold been avoiding this game because of the 'game mechanic' of 1 turn = 1year, while the output such as a fraction of a militia unit being created, or moving barely outside of the city in a years time does not make sense to me.
I comprehend for game purposes that may make sense, but for actual world it does not, the equal with turn orders.
Has this changed? is there a mod to slow down the passage of time so that my ruler doesn't die before his first unit leaves the horizon?State this post
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Why won't they let max levels to able scale with old content (world)?
Overdreamer-hellfire1
Simply set, why can’t we turn on an option to be fit to not one-shot old extension mobs for those who just want playthrough with their main character? (scaling with low level world npcs)
I made this 59 lvl exp locked which is fun (quests feel more immersive), now I could play another lvl 70, but I just don’t want to Redo every quest again in new zones, when I am done with old zones.
So what is your PoV into this? Is this a very unreasonable thing to ask/suggest?
ps. I don’t want for gear drop to scale, it doesn’t matter, I even asked if people liked slower gearing system, but they said they rather not even have gear progression, they just want to play the content.
Today wow has lost its way with most progression, people only want to do harder content than getting better gear, I mean which is more rewarding gear fall or content done?
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Billyblue-magtheridon2
I assume it’s because they want Max level players to be immersed into the current version of the game.
Encouraging the player ground to be focus on the current version of the game makes for a healthy player