Quoting RedDwarf999, reply 34You know what I didn't like about this game? When a random monster could walk into a town and destroy it really quickly. Play for 3 hours and your best city is demolished. It should be more like the city is just inconvenienced by the monster. Some penalty for some time. Or the monster raids the town and makes off with a princess/prince (whatever) and a quest is generated. I was real excited about this game and I think it still has potential.
Something else I didn't like, it takes too long to do anything. Even when you have it on the highest game speed.
Not grumpy. Just annoyed because I want to like it.
You know what; fatal consequences of bad player choices can be good for a game. I see nothing wrong in punishing players severely. It forces you to be more carefull in your choices. It's too much rewarding and too little punishment in todays games.
The point of the game is to be fun. Restarts and rage quits are really as bad as CTDs for a game like Elemental.
The presumption in your response is that the player made a choice at all. That hasn't been my experience with monsters wiping out my cities. Usually, I had no idea the monster existed until it pops out of FOW and obliterates my town. If reload a save and mass all my units in that city, the monster army not only destroys my town, but also kills all my units.
If there was some event that caused that monster to attack my city, it happened in the FoW. The player has no way of knowing what caused the monster attack (and in my experience 90% of monster attacks are completely arbitrary -- monsters from areas I haven't explored traveling across dozens of tiles, past other structures and cities to attack my city). So what exactly is the lesson that the player is learning from that experience?
The OP is right, there should be options for monster attacks that are slightly less than complete devastation. At the very least, a monster attack should be something a city can recover from.
Having a truly hostile world is a terrific feature of FE, and I am all for it. But, like many things in the game currently, the implementation of this really cool idea leaves a lot to be desired.