Globulation 2

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It would be nice if Globulation 2 had...

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  1. catapults

    A new unit that is very slow, and has a slow attack. In exchange for these weaknesses he does area damage and extra damage against buildings. I am not sure if this building should be able to swim.

    5 votes
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      2 comments  ·  Flag idea as inappropriate…  ·  Admin →
    • Charge

      It will be nice advanced warriors (lvl 2 & 3) are able to charge againsting other warriors or workers to do a initial great damage, then they continue to fight as usually but againsting a less healty enemy warrior.

      Charge must do 3X or 5X (depending on warrior level) the usual damage and also consume more food than usual.

      Warriors only may be able to charge when they haven't alredy enganged in combat, and they must require some tiles 2 or 3 to take their speed before the impact.

      5 votes
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        1 comment  ·  Flag idea as inappropriate…  ·  Admin →
      • Massive Magic

        The ability to inflict "Massive magical" spells onto the game, generally with difficulty. Other players should be able to counter act, dispell or even aid in the casting of the spells. All of the spells should be a doubled edged sword of sorts, and as much "interesting" (or amusing) as useful. Strategic use should be imaginable, but may require making strong judgements at the state of affairs at the other's base. Though spells affect all players, they can enfavor a player by either harming him more / helping him more. (E.g. Plauge will harm the player that doesn't have many…

        5 votes
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          0 comments  ·  Flag idea as inappropriate…  ·  Admin →
        • New Package: portable

          package a portable version for usb sticks and stuff like that.

          5 votes
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            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
          • Realistic resources

            The resources need to be more realistic! I mean, wood should grow slower (they take years to mature,) though in game they could grow slightly faster than wheat (not what seems to be 3:1). Algae should grow exceedingly fast, like the wood now, especially near shore. All water would have a base value of one (or however fast you want it to grow) and (my opinion) for six spaces from land that value should be doubled. That"s all I got for the moment.

            5 votes
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              2 comments  ·  Flag idea as inappropriate…  ·  Admin →
            • More alliance options

              I think that in alliance window should be 2 more options "allow eat in my inns and use my upgrading buildings" "help him building stuff" (eventually allow use my upgrading buildings separated) which are locked if selected is "teams fixed" and by default they are unselected for everyone (even allies). Helping in building will add for all selected team's assigned bar for you and priority for all selected's buildings will be low.

              5 votes
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                11 comments  ·  Flag idea as inappropriate…  ·  Admin →
              • Ability to select builder-count before building starts

                Currently, you can select the number of workers, only after you've started building process (i.e.: click "Build Inn" button -> put it -> rightclick -> select it -> change number of workers).
                Users should be able to choose number of workers (and priority) before placing a building (i.e.: click "Build Inn" button -> select number of workers -> put it).
                This is more intuitive way (however, the existing way should remain too, of course).

                I.e. the right panel shuold give a possibility to select the number of workers (and probably the priority too) immediately after user clicks on "Inn", "School",…

                5 votes
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                  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
                • Workers to collect most grown resources

                  As far as I know, workers only take the nearest resources, and usually these aren't fully grown, so that they end up disappearing. Instead, workers should find the most grown resources and take them, as long it's possible and they're close enough.
                  This way to collect resources would increase, specially, wheat's lifetime.

                  5 votes
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                    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                  • Ability to hide zones from view

                    It would be nice if there were separate 'views', one of which would show you the various zoning that you had setup for clearing and defending, and another one which would not show that. Perhaps theres more uses for other views.

                    I frequently find that the zones that I lay down can make the area look crowded, a way to hide the zones when you don't need to see them would be neat.

                    4 votes
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                      2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                    • Training activity maximums

                      A maximum percent for "Workers", "Explorers" and "Warriors" that are allowed to be training at any one time. This is to prevent entire forces from "dissapearing" when you really need them.

                      4 votes
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                        4 comments  ·  Flag idea as inappropriate…  ·  Admin →
                      • weather

                        There's not weather in this game, why not add it?

                        4 votes
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                          1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                        • Improve Logistics

                          *Globulation, unfortunately, doesn't allow for much tatical distribution. The small number of viable units guarentees this, and I cannot see a fix that doesn't require drastic game change. As such, the emphasis on the exploitation and considerations of logistics is perhaps one of the best elements this game can utilize to require strategy.
                          *As such, I suggest that the importance of logistics, ''especially military logistics'' be improved. A simple suggestion would be decreasing the food consumption of idle units (e.g. Warriors at home), and dramatically increasing the food consumption of warriors that are fighting. This will help force players to…

                          4 votes
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                            1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                          • Glob abilities!

                            I suggest you to add different abilities for every glob, to make every glob a little different, my suggestions for abilities:
                            *only for warriors:
                            strong - + 3 dmg, + 5 health, -2 speed, 1 swim
                            *only for explorers:
                            long-sighted - + 1 sight area, - 15 health
                            *only for workers:
                            dexterous - + 3 harvest, +3 building, - 10 health
                            *for every glob:
                            loyal: he won't go to enemy's side even if he'll starve or die
                            resilient: + 10% max health, +5% speed of hungriness, +2 armor
                            quick: +2 speed, + 5% speed of hungriness
                            spacious: -1 speed, +…

                            4 votes
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                              2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                            • capture enemy swarms

                              allow enemy swarms to be captured .when you capture a enemy swarm all their buildings and units become yours

                              4 votes
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                                0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                              • Farming Zone

                                Green zone that warriors avoid (except to pursue enemy).
                                Advanced workers could:
                                L2 - till, encourages wheat spreading/discourages wood spreading
                                L3 - sow, 1 unit of wheat plants 3x3 square
                                L4 - irrigate, increase fertility (perhaps make equal to highest neighboring fertility - make as much land as you want fertile, but requires uninterrupted path from water).

                                4 votes
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                                  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                • Ability to eat and medicate on allies' buildings

                                  When one of the units are in poor condition (hungry or very little life), and at the own town has no food or hospitals (or free slots on them); and the ally agreed (it can annoy the ally too) instead of starting to starve or starting to be idle (life in red) the unit can go to the buildings of the allies to eat and medicate.
                                  And by the way if a free slot at my inns or hospitals appear, the unit will get back to eat and regenerate there. And if the ally become a enemy I think that…

                                  4 votes
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                                    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                  • Improve the fruit system

                                    Currently, the fruit system is rather boring (some cope with it, some dislike it and look for maps without fruits, but I'm not sure many enjoy it the way it is). The point is that conversion is far too easy and too fast. The result is extremely messy action, with globs converted in both directions extremely fast: the game becomes unfair, especially by averaging the globs level among players. The system should be improved so that conversion happens as a slow flow; globs should "resist" much more before being converted. The whole point here is to balance strategy and make…

                                    4 votes
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                                      11 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                    • better task management

                                      I've noticed quite often that when a new building goes up (or a resource consuming building gets non-full) a "thundering herd" of workers attack it and quite often I see multiple workers trying to rectify the same inventory shortage.

                                      4 votes
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                                        0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                      • neutral buildings that can be captured

                                        have an option in the editor for a building such as an indestructible tower that could be converted and captured as teams gain control of the area

                                        4 votes
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                                          1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                                        • map preview and color selection

                                          to make teamplaying more comfortable i suggest to

                                          -show a map preview with colored startbases
                                          -implement the ability to choose these colors

                                          at the waiting for players-page

                                          4 votes
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                                            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
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