since i bought it i want it better

1 fix the crashes

 

2 its kind of boring to manage so many citys like in civ 1-5 how about 10 being the city distance or maybe that you can set it from 5 to 25 infact there should be many more settings when starting a game

like

the amount of all the resources and crystals

for a random map how much water and how much land

 

also add a special war school where units can learn skills by sitting in tound for a cost

 

like spend crystals to teach a unit magic which high level magics can take a long time but low level magics are cheap and you also gain MP

units can learn to swim small distances maybe 1-5 spaces depending on level and jumping over 1 space as in jumping a small gorge

 

3 archers seem to be very low on power and accuracy

 

4 there should be either a way to revive a dead spouse or remarry

6,530 views 8 replies
Reply #1 Top

5 how about the kind of land your on gives you a magic bonus

 

hill earth

ice water

desert fire

beach air

Reply #2 Top

6 add natural disasters as random events that you can turn on or off when setting up the game like the land changing from a earthquake

Reply #3 Top

1.  thats obviously something they are working on .

2. play a smaller map where loads of towns are the nessesary - making the city (grid) bigger would only add big empty spots on the map that would make it near impossible to cover to prevent monster spawning there.

I would like a option to set how many resourhces appears on map - like (ultra rare - rare - normal - alot - all over) - though it helps when you research in the Adventuring/dominance tech tree to show more resource fields.

Also to set land to water ratio would be nice - or even a - all factions cant start on same island.

the training school idea would be nice - a expensive building that gives -little- xp to (x number) of units in town - starting with the ones at lowest level /expensive gear

to use crystals to give units spells i wouldent think nessesary -
but to let crystals be converted into raw mana for your sovereign or a nother caster - but then only when they are in friendly territory - suddenly crystals are really valuable.

the swimming across oceans 5 fields - that wouldent work  in my mind set - picture a group of knights in heavy armor with horses - just -swimming - out onto the ocean
get a boat from a harbor - you acomplish the same

same goes to the -jumping- over gorges - those -gorges- are massive its not like something -normal- units can jump - i would rather have units with flight ability and or spells that give flight for a short period of time


3.

archers are suposed to be alittle off aim - since theyr major advantage is that they can hit you while your walking up to them - i tend to use them alot in conjution with a unit that blocks of incoming units - a squad of archers are -Really- annoying to other units

4.

agreed - there should be a high level power that would let you ressurect people - or simply to remarry would also be nice (but give a penalty on the next spouse because the surving husband/wife needs to finish grieving)

5.

welll i can see that much its a bit much considering earning a shard is a massive bonus - suddenly every tile is a powerboost to your powers?

6.

yes that would be nice - Earthquakes - plagues - cities that rebel - cities that burn down to the ground -

7. (new suggestion)

I would like to see a possibilty to upgrade troops to a new unit type - give them new gear and such (at a xp penalty to let them get used to their new gear)

8. (new suggestion)

i would also like to see the dynasty expanded so you can get your offspirng to marry heroes (but they would have to be very strong heros - depending on your own soverign power rating (so if your a sovereign with power 100 and your first born daughter wants to marry a level 1 hero - it wouldent be possible till that hero was level (x + his combat strenght) - this would keep the dynasty within your own nation - and let you control it more - BUT it should be hard - cant just let random riff raff join the royal blood line now can we.




Reply #4 Top

9 it might be nice if there was ways you can unlock things such as being able to have more points at the start of a new game for your char or your faction

Reply #5 Top

10 in sins of a solar empire you could chose the speed which different things happen

 

 

this game should let u at the start chose howfast arcane unit training tech etc go seperately

Reply #6 Top

11 ok ive played more till it crashed again and i noticed about the spell that lets u make a new unit use spells

 

before you use it the unit can have essence and if it does it will be set to 3 after the spell is used how about making it so they keep their essence level

 

 

12 i think that teaching other units to use magic should also need to be unlocked in tech before it appears int he spell book and lower the cost to 1 essence and make it a spell for each element why should a unit automatically get every spell you unlocked

Reply #8 Top

14 add recovery items to questing so you can unlock newer better items like a mp recovery you can buy

 

15 add a way that you can use spare cash to train units making them lv up again kind of like sins of a solar empire where you can lv up colonial ships for cash but this would be  compleatly based on something you unlock from warfare or questing

 

16 there seems to be no spells past lv 10 so why can you research 11 something about this needs fixing

 

17 1 person fighting a huge army is still a problem with high armor so how about adding new epic armors and resources like mithril and adamant

 

18 how about adding items and armor made to resist magic a little no reason why your leader with low hp should die 1 hit because your opponent went first

 

19 traps they can be built or made with magic and activate when a opponent walks on it

warning traps for dark areas

damage traps will hit anyone who is at war with you but not a ally or someone you hold a NAP with

monster traps let you capture and then train monsters to work for you

demonic traps do massive damage to monsters summoned by magic in any party that walks over it who is at war with you but wont work on wild monsters

magic trap drains some mp from everyone who is hostile to you

alarm trap will be put on a resource  and when its being attacked instead of being destroyed the city nearest will go into battle in the attacker