Well I didn't have a choice, it was either just sit there on the peninsula with my one city or try to sneak by the epic to found my second. Sure enough, after a few passes the epic started waking around smashing stuff. I find you often get put in that box. Also I've seen green stacks of wandering monsters that cannot be defeated until mid game sometimes they like to camp out by your city and attack if you leave.
greggbert
I tried it (defender, assassin) in a few games but I felt I was missing out on casting big time and the abilities I got weren't so great. The main problem was the increased mana costs of spells.. How often do you choose something other than mage?
Don't make your whole army archers if you're going to fight those annoying little fire spitting guys.
Having epics running around sure can destroy your expansion plans, especially when they park it next to one of your newest cities and all you can field is a stack of weak STRONGS. Lost 2 stacks and 1 city to a rampaging epic last game. In the case of the city, it was a 12 turn standoff before the epic 9 stack decided my city should die.
This also happens when you are casting a city enchantment. The movement path shows up then also.
Is population really that rare of a resource? I always have a city that's near maxed out.
Sometimes they ignore my army moving past them sometimes they attack. I can't figure out the rule. Let's say it's early game and you're looking for a spot for you second or third city. If you have nowhere else to found a second city is it worth the risk to try to sneak by the epics and the strongs in the hope you can get a road in there before they decide to "wake up"? If I just new how they would behave it would be eaiser. &
Wow to me this game seems too complicated already. I think they've added enough features. Also command heroes can build roads manually.
How to reproduce. 1) Play a turn where you have at least one unit ending its turn outside a city. 2) At the end of the turn, after all units have moved mouse over the unit cards on the upper left of the screen or mouse over the "spells" or "govern" buttons. 3) The green pathfinding indicator shows that you wish to move the hero to the map tile undnerath wherver your mouse is.
I was just describing the graphics. Maybe it's a "winter forest" or a "corrupted forest" but it's a bunch of trees with no leaves and they slow you down like a forest but they look exactly like plains on the cloth map. And some of the hills that slow you down are also not showing up on the cloth map.
Also terrain features that can slow you down do not appear on the cloth map .... except sometimes.
It's incredibly irritating that you cannot navigate with the cloth map since many terrain features that slow you down, such as those burned out forests and some hills, DO NOT SHOW UP ON THE CLOTH MAP! Seriously, this is kind of a big bug. Anyone should be able to use the cloth map to determine how many movement points they will need to go from point A to point B.
Just played about 100 turns of the new beta after last playing beta 1 and things are much improved. The responsiveness of the UI is excellent, I found myself using spells in almost every combat (nice change) and the summoning seems much more useful but summoned creatures didn't seem to gain much strength when leveling up. Early game battles against AI monsters were challenging and balanced, and I used a LOT of overland spells like the one that increases resear
Try doing your chores whilst holding a two hannded axe as opppsed to bare handed or with a little pocket knife. Clearly you can get more done faster with a smaller or no weapon.
I was surprised to see that! I had to sell a bunch of midnight stones QUICK!
[quote who="CdrRogdan" reply="45" id="3092948"]What is 'City Prestige'? And how is this different from regular prestige or growth[/quote] I think that he means the city growth, which is based in part on prestige.
I think that would result in more cities, which is NOT the direction we want to go.
The recruiting of champions does not really seem to work. It feels very contrived. Seems like that a "recuriting station" or "mercanaries guild" would be a better solution, similar to the way they are recruited in HOMM. Of course you would have to find a way to ensure that a person could not recruit unlimited champions.
I play medium map with 5 opponents. YOu can only get 1-2 cities before you bump into other civs. For that reason grain is critical or you can't build or maintain a big economy or research base.
THe champion's don't level as quickly, its not so much as an issue. I'm not convinced it needs to be changed.
Had a city with only 2 materials and one workshop, and was able to build pioneer in 2-3 turns? Seems like spamming pioneers is the way to go....
That would be a nice treat.
I agree, there needs to be a way to obscure that original TRAIN button (the one you can't click)
[quote who="Barrynor" reply="5" id="3082501"]I try to keep em as compact as possible. Late game, when my armies get big, it gets tedious to move around my snaking city. Plus, I find it silly that my buildings are spread out like mad The only exceptions I make are cities that can be constructed at a chokepoint ( for as long as the terraforming doesnt stop it). Those are built, if possible, to choke the point. [/quote] Don&#
Only to reach toward resources and forests and rivers.