[Suggestion] {refinement}

Ok finally got through a full game.

 

City Development.  -- Right now Iron Ore makes zero sense.  Not sure if the "bonuses" from it apply in game or not but I am not seeing anything visible.

City Development -- Farms - Not sure what they do either.  Says it helps provide food, but there is no "food" indicator anywhere.  I would like to see famrs able to be put in other places besides the green farm spot.  This should be an option when building infrastructure to build in a less than "ideal" spot.  Right now it's seems very very rigid. 

Sovereign - Super powerful (not sure if this is intended for the beta purposes or not).  No heroes to even balance against the sovereign (not sure if they were even supposed to be playable yet but I had prestige coming in as fast as I could manage it).

Improved units - Do not have a cost change associated other than to take longer to build (not really sure if this is intended or not).

City building - Is somewhat accidental in some cases.  When inside loking at structures it seems you have a mandatory build icon ready at all times and can accidentially click on things not exactly user friendly.

On a changing of the turn a couple of screens can overlap.  One of them is the report screen where you could have a ton of mansions etc finsih at once.  The other could be finding gold, or attacking something.  THey superimpose on each other making a garble to try and read.  One should completely override the other until a submission is made clearing one out of the way.

Resources need to be clearly listed somewhere.  I never saw where prestige was supposed to be yet I am building all these cool mansions, inns, and getting advanced techs to try and see it and/or get a hero.  This could go the same for food, ore etc.  Better definitiion on what these cool things are and used for.

 

Shade the heroe's movment range so when trying to chase an enemy down you can tell if you are gaining or not.

Inn's seem weak compared to brute force population.  In one game I made more inns than mansions, and in another I had more mansions than inns.  It was a difference of at least 3k gold or more.  Seems to be low incentive to have an inn, would recommend inns modifying gold intake by a % factor of current poulation in the city (this way you need both to be effective). 

 

Buildings that provide bonuses need to have visuals cues on just how much they are helping you.  For example, just how much production time is a barracks saving you on said Super guard that takes normally 27-30 turns to pop out?

 

I would like to see the flexibility of the MoM resource system with added complexity and use (you should be able to put a mine down on flat ground with reduced capability if you so choose). 

 

R,

Nacho

 

 

 

 

5,480 views 5 replies
Reply #1 Top

City Development -- Farms - Not sure what they do either.  Says it helps provide food, but there is no "food" indicator anywhere.  I would like to see famrs able to be put in other places besides the green farm spot.  This should be an option when building infrastructure to build in a less than "ideal" spot.  Right now it's seems very very rigid

End of quote

If you select a city, then hit the resources tab on the interface it shows how much food is being produced. Not sure what an amount of food means though. Personally I like the rigidness with farms only being allowed on fertile land. You have to invest essence to make the land unforsaken, so it seems right to me.

Reply #2 Top

Quoting cdnred, reply 1


quoting post
City Development -- Farms - Not sure what they do either.  Says it helps provide food, but there is no "food" indicator anywhere.  I would like to see famrs able to be put in other places besides the green farm spot.  This should be an option when building infrastructure to build in a less than "ideal" spot.  Right now it's seems very very rigid




If you select a city, then hit the resources tab on the interface it shows how much food is being produced. Not sure what an amount of food means though. Personally I like the rigidness with farms only being allowed on fertile land. You have to invest essence to make the land unforsaken, so it seems right to me.
End of cdnred's quote

 

Investing the essence to make the land unforsaken I think allows you to build on land that isn't modified by you.  You can build a city without essence INSIDe your current borders (or influence).  As far as I know it has nothing to do with making land more fertile to put a farm on, though that wuold be an interesting option.

 

Reply #3 Top

Honestly I'd love a colored arrow showing where my units, as well as enemy units are planning to move. Galciv had it, after-all.

 

Not colored, mind, but still pathing so you could intercept if needed.

Reply #4 Top

It's beta 1: just testing if it works in your machines. Gameplay per se is bland. Wandering monsters do nothig but wander. AI behaves similar but sometimes builds a city or more. No magic. No economy (real one at least). No...

Shade the units' movement range as suggestion, for example, is one I can agree with in this moment.

Reply #5 Top

Investing the essence to make the land unforsaken I think allows you to build on land that isn't modified by you. You can build a city without essence INSIDe your current borders (or influence). As far as I know it has nothing to do with making land more fertile to put a farm on, though that wuold be an interesting option.
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I didn't mean to imply that you use essence to make land more fertile. What I meant, was that since land is normally not at all habitable, and since you make land habitable by spending essence, it makes sense to me that even after making it habitable, it might not be fertile enough for farming. I just like the idea that not every tile can be made into farm land, makes it more of a choice between. Do I want to build by the crystals, ore deposits, or farm land?