IV

Page IV:

Should the player be able to DD possess a creature? Technical limitations. Would be fun, but a hungle implementation hurdle.

What didn't I like about XY games? DD, Overlord maybe, civ diplomacy, AGOD.

Since Rs will be highly perishable, it makes more sense to assign social roles via equipment rather than player designations. That way, when the warriors are destroyed, the remainders can still defend (albeit terribly).


 * 1) 1 The basic premise of the gameplay can be broken into three stages: the first, the player starts with their initial allotment of Rs and has to struggle fleshing out the dimensions of the stronghold and establishing basic services (food, shelter). The perils aren't the building itself, but the fight against the unknown. Care must be taken not to accidentally break ground into a hostile area or alert one's enemies to one's position, that is the major opponent.

2# Once the basic dimensions are established, the gameplay becomes more sophisticated and social aspects of the game come to fruition - while the stronghold (warren) is fortified with traps, guard outposts, battlements and compounded walls, the population will have bigger demands as they become more "sophisticate and educated". Art, ornamentation, and distraction are required to keep workers happy or they'll [unknown words, illegible.]

Longbow -> crossbow -> rifle. Sidegrade researchable for each weapon. Retrofitting store? Keep stores low, probably not.

MARGINALIA:

Creatures [markable] as criminals, hostile, traitor.

Walking spanish.

Definitely continue playing after finish level/map.

The fill tool makes a thin [thinner] wall and patches holes. Natural walls, compacted are stronger.

Bodies of fallen as resources too (bones, scales, loot).

Too happy = won't work.

Peasants get a worker's toolkit.