That would work much better!
Nomorebeef
I have tried it and never use it. Until there is an actual need for building placement, I don't see the point.
I need more info shown when I hover over an enemy stack such as combat odds or something. As it is, I have to go back and forth between the enemy and my army to compare strengths, etc.. This is a minor gripe I know, but is very helpful nonetheless.
I was just shooting off the hip. It's just silly to build my first city and have a shop who sells clubs and staff's only. Whats the point? How about not having a shop until you build one? Or you could need to set up a bazaar zone in your city where different stuff comes up for sale.
Yeah, it dosent make sense to me that my massive city cant make units and buildings at the same time. Maybe when a city is small it would should be forced to do one or the other, but then you could have barracks/archery ranges/stables that need to be built in order to train those units at the same time as build stuff. It would also make city planning useful if you had to place your archery ranges next to barracks or something then you could get a time discount on t
Whenever one of my cities expands and then can possibly build a mine or some such, the suggestion box that pops up shouldn't be shown unless I can actually build it. It would be nice to have it pop up whenever said building becomes available in the future though.
IMHO there should be 2 build tracks as in WOM. One for units, and 1 for buildings.
There needs to be more stuff available to purchase in the beginning of the game. There should be basic versions of most of the weaponry types. It dosen't make sense to have to research a basic shield or bow or sword. Especially when my sovereign has the ability to start with some of these. There also needs to be some healing potions or some such to purchase.
I know this is minor, but I noticed the shield/crossed swords icon in the lower left next to the name changes spots when selecting cities or units. It looks like the spot for units should be the correct placement.
I like the way CIV 5 does it as well. Don't let me end my turn until I issue orders as I will surely forget. There needs to be a continual use when there is nothing to build such as the housing choice in MOM, etc..
[/quote] Perhaps, an advisor box to click on when you such a dialog box pops up. The Adviser would ask; What do you wish to know my lord; 1. Tell me about the [Mancers] [Mancers] are........................... 2. Are the [Mancers] our friends or enemies. [Mancers] are [hostile/indifferent/allied] to us. 3. How strong are the [Mancers]? Our agents report that [Mancer] armies are [larger
I was thinking the same thing about this starting to sound like colonization. That is an exceptionally good game!
I think it would be awesome to have a whole bunch of these that are based on the intro's to 3 or 4 dozen c64 games that changed randomly every time you load the game. iI think it would be amazing if there were an intro just like the one for Master of Magic! If there were a hi-res intro, it could be shown before every new game when they are created.
[quote who="Recnelis2" reply="135" id="2652171"] 8. Positive + Negative stats on soverigns/children, have them gain good and bad stats based on their parents + chance to gain different stats of their own. Also give us the option to remarry if Sovereigns wife dies. Multiple children with different wives for different stats/abilities combo. [/quote] I read this and thought that it would be cool if you occasionally gave birth to
[quote who="Bylak2" reply="110" id="2651440"] EDIT: In reply to Jamie Slaughter, are we really going to be running into situations though were we have 12+ cities to manage? If the beta as-is is any indication I've maybe built three max before conquering computer players cities. Of course this could also be me failing at expanding [/quote] This hasn't happened in a game of elemental for me either. I was just
Hello, Im not a big fan of alot of the civ-style game city management mechanics. It gets real tedious when you have to constantly have all of your cities build a granary, research lab, barracks, etc... It's ok when there are a few cities, but when you're far down the tech tree and you build a new city, its annoying when you're looking at 40 different buildings to build there, etc... How about only having a few cities like this that are really bi
Ok tech idea. What if Techs were divided up into two major categories: 1. Tech Fields - The theory - Tech Fields don't actually unlock specific technologies (except maybe accidentally but I don't know if I'd like that entirely. Research into tech fields is more or general knowledge. It represents your scientists/philosophers/smart guys gathering and recording information, having philosophical discussions, analyzing recorded data on a certain subject, possi
Hello, The above tech ideas sound cool. I always thought it was silly to research something specific. Even though it wasn't a very good game, MOO 3 had a cool idea with tech research. You would put a certain percentage of your research towards any number of tech trees (10% to weapons, 30% towards biology, etc...) and you didn't really have any concrete idea of what you were getting, or when. It could be like gov. grants where you
Hands down CAMP #1!!