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Alfryd

...It's nice up here!
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Jul 9, 2007
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Curious. Most curious.

I gave some thought to a tabletop-boardgame version of Majesty a few years back, so I'm actually quite interested by the idea of a 4X game set in Ardania, but the details of the execution seems to be very up in the air. How would the concepts of indirect control or individual-character-personality be implemented here? Perhaps the heroes wander the map in a semi-random fashion, and have to be enticed to join your 'faction' by offering appropriate base facilities or cash incentives? Will the design owe anything to Paradox' own line of historical strategy titles, with a complex web of feudal relations or economic detail?

Or can we expect a spinoff in the vein of Defenders of Ardania? (Because really, nothing says 'Majesty' like legions of dispensable cannon-fodder.)
*sighs*
 
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Warlock: Master of the Arcane is classical 4x turn-based strategy game (with classical gameplay of 4x global strategies and no indirect control) in Ardania setting. Here is the official forum.
Btw, you know, if Adviser speaks somewhat like Connery, it means only that they both sound alike. Adviser is Adviser and Sean Connery is Sean Connery, and both are great men in their worlds.
 
Warlock: Master of the Arcane is classical 4x turn-based strategy game (with classical gameplay of 4x global strategies and no indirect control) in Ardania setting. Here is the official forum.
Btw, you know, if Adviser speaks somewhat like Connery, it means only that they both sound alike. Adviser is Adviser and Sean Connery is Sean Connery, and both are great men in their worlds.
Thanks for the clarification.
 
I dont follow the premise here.

Warlock is a game set in the same universe as Majesty.

Warlock might have its specific gameplay requirements different from Majesty's.

Exporting means to serve a purpose and specific gameplay requirements from Majesty to Warlock? On what ground? Because it is set in the same universe?

Warlock might be of those games that abstract troops numbers. While roaming heroes freelancing their way to earn a living makes sense, roaming army troops makes under a direct hierarchy chain makes less.

Dont see how those two games with different gameplay should require the same means to achieve different purposes.
 
I always considered that an abstraction - even Master of Magic was limited to armies of 72 soldiers each if you only count what's on the screen, and unless you're playing halflings that's probably taking the weak options - units with lower figure counts were generally more powerful.

Mind you, it's not an abstraction that couldn't be resolved on more modern systems - consider Total War, for instance.