Two biggest peeves!!!

The first is more than a peeve:  PLEASE, PLEASE remove the mechanic that destroys a tile's fertility (and all surrounding tiles) when a city is destroyed!!!

If I loose a city, that's fine, I deserved it and loosing all that was required to build that city is sufficient punishment.

Given the absolute dearth of buildable tiles and especially considering map sizes, destroying tile fertility is too harsh a setback.

 

Second: Can I please get a map with no mountains?


It is wearisome hitting control-N so many times only to find you start on a narrow strip of land between mountains and ocean.

 

The game is progressing very nicely (especially Beta 4), but these two issues have caused me to walk away from the game too many times.

 

Thanks!

8,097 views 12 replies
Reply #1 Top

With you on the first idea.  Unless they want to add an earth spell that restores fertility destroyed specifically in that fashion.

 

On the second point, I assume that will either be coming, or that modders will provide it, along with many other different maps.

Reply #2 Top


I am also with you on your first point.   Lossing the city is puishmnet anough.  We should be able to rebuild from scratch in that loction.

Reply #3 Top

Yeah, and I seriously doubt a monster group would take the time to salt the land

Reply #4 Top


I still want to be able to select the default map of Elemental.  FE should inlcude the option to play the map that has two main continents with the "hinge" in between them.  I like the map and it would be fun to play.

Reply #5 Top

I'm not sure if it's quite that simple. Placing cities is what removes the fertility from the surrounding area, to prevent cities being placed too near to each other I'm assuming. So when the city is destroyed, the fertility is already gone, basically. It's a matter of "re-fertilizing" the surrounding area after a city is destroyed, which i believe (from reading other forum posts, never looked for myself) there should be a spell somewhere that fertilizes an area?

Reply #6 Top

There IS a spell which allows you to re-fertilize areas guys, I haven't tried it yet but there is one. It is a lvl 5 Earth spell.

Reply #7 Top


I agree. Having a razed city is definately crippling, not only when you don't like the AI's location of choosing, but especially if it's your own. I like how there are spells available to you...eventually...to restore the land so that you can build again. I don't like how those spells are hard to come by, such that by the time you finally get them, you're put too far behind in the game to still be competitive.

I recommend adding a 'fallow' time limit to a city when it is destroyed. Tie it together with the cities level. Thus a level 2 city, when razed, could remain fallow for 2*10 = 20 turns. Larger cities have more impact, thus when larger cities are destroyed, it takes longer for the land to fallow. Now, if you don't want to wait and have gained sufficient magical knowledge, you can bypass that fallow period with a spell and set up roots immediately.

As to the mountains...I like them, especially by the narrow strip of land by the sea. It gives me the feel that 'you've found a spec of land that's still habitable and you plan on building an empire out of it." I respect your opinion and agree that a 'no mountain - mountain - high mountain setting may be needed in the initial startup options of the game.

 

Reply #8 Top

Agree strongly with point 1.  Anybody (else) ever read up on Troy.  Sacked/razed/burned and then rebuilt on the same spot a bunch of times.  A good spot for a city is a good spot for a city.

Reply #9 Top

A level 5 spell is now (appropriately) hard to come by with the higher xp/level curve, so the level 5 earth spell, even if it -did- perform this task, would not remove the poor mechanics of the lost fertility.  

A current workaround:

It seems fertility is recalculated when a new structure is placed nearby.  I've had several outpost placements reveal town sites that were not there before the outpost, so often when I go on a razing rampage (and I always dislike the AI placement and increased dissatisfaction--they should hail me as their savior, damn them!--so I almost never use conquered cities unless they have unique-to-the-world buildings), I bring a baggage train of pioneers to uncover (via outpost placement) and then settle on new fertile spots that pop up.  This isn't ideal, but it's better than having to eat the current silly choices of 1) live with hateful people or 2) wipe the entire area out (and hey, fire from all the burning buildings makes for a great growth stimulant...eventually--if you wanted to align somewhat with reality, it tends to take a year for burned land to begin bouncing back, but as most know, the soil is almost instantly richer/usable after a nice cleansing purge of fire).  :digichet:

Reply #10 Top

Quoting Gorde, reply 10
A level 5 spell is now (appropriately) hard to come by with the higher xp/level curve, so the level 5 earth spell, even if it -did- perform this task, would not remove the poor mechanics of the lost fertility.  

A current workaround:

It seems fertility is recalculated when a new structure is placed nearby.  I've had several outpost placements reveal town sites that were not there before the outpost, so often when I go on a razing rampage (and I always dislike the AI placement and increased dissatisfaction--they should hail me as their savior, damn them!--so I almost never use conquered cities unless they have unique-to-the-world buildings), I bring a baggage train of pioneers to uncover (via outpost placement) and then settle on new fertile spots that pop up.  This isn't ideal, but it's better than having to eat the current silly choices of 1) live with hateful people or 2) wipe the entire area out (and hey, fire from all the burning buildings makes for a great growth stimulant...eventually--if you wanted to align somewhat with reality, it tends to take a year for burned land to begin bouncing back, but as most know, the soil is almost instantly richer/usable after a nice cleansing purge of fire). 
End of Gorde's quote

Imo, that is a bug that needs to be resolved. When a city is razed, you shouldn't require outposts to find fertile ground.

Reply #11 Top

I mod the Earth spell to be a lvl 2 spell. You do not need any crazy mechanics. Making the spell a lvl 2 (or 1) earth spell makes it an easy fix.

Reply #12 Top

If you like the mountains as they are, that's cool, it seems you haven't been hemmed in by them as often as I have, but I would like a map type that has no mountains.