[quote who="mqpiffle" reply="19" id="3236479"]I have a simple idea to fix the problem of not needing cities to complete the game: Advanced traits should require buildings, which should require tech unlocks. Want an assassin character? You need to build an Assassin's Redoubt. Want a wizard character? You need a Wizard Tower. And have more impressive traits require more building upgrades. Without these traits all that should be available ar
CogBurn
[quote who="Frogboy" reply="8" id="3236335"]One thing I'd also ask is how much kiting is being used with these champions in battles? Leveling up with just champions means taking out some pretty nasty monsters.[/quote] Practically none. I auto-resolved 99% of the combats. Seriously, kiting is such a non-issue to me, it's not even worth mentioning in this thread, Brad. I was auto-resolving against forest drakes by my mid-teens and everything but the very very hardest epic
Stardock, you're getting down to the end of development, and I don't know if you've really answered this question. WHY are cities in this game? What do they provide that you aren't throwing at the player in wads and piles from the open wilderness? They certainly aren't the only means to success, equipment, or money. The only "vital" purpose they really seem to serve is to provide a fail-safe for if your Sov should happen to die, and that's really only likely early in t
[quote who="TorinReborn" reply="8" id="3235338"]I know all these options and I used them all. It is still way too slow. Also I don't want my cities all to get to 5 but once they reach lvl 2 most of them will stop, then you need to spend 30+ turns researching and building to move it a bit. And then a bit more. In my first game my main city was still lvl 2 150+ turns into the game. It was hilarious. And I really did do anything in my power. Built all food buildings, put +1 grain enchant, bu
[quote who="cardinaldirection" reply="1" id="3235260"]Great post. Agree with all points except 12, 14, and 15. Regarding number 14, units have a highlighting border if they are still able to move.[/quote] This is true, but the border highlight does not always update properly, sometimes the unit must be clicked on again to force it to refresh. The feature just needs to be tweaked a little.
For the most part I think this is a fine post and I agree with nearly everything in it, but I do disagree with this point: [quote quoting="post"]12. There is not enough food per cities. Buildings give way too little and you have to wait way to long to build or research new ones. Growth is already a good limit on how fast cities grow, food should not be such a bit limit. Maybe it fits thematically but it is so stupid and boring to play with. Keep food limits for your campaign that you
I think I still have a save game from right around the time I took it. I did use autoresolve to take the city, and took it with only my Sov. When I get a moment here, I'll load up the save game and see if I can reproduce it at all. If I can, I'll send the save game your way.
Would it be possible to have the resource icon disappear for non-upgradable nodes, or a different icon appear for nodes that are upgradable? It is a real pain in the ass to sift through your entire empire after you have researched an upgrade to something like shards, or crystals or iron mines (this one may be the worst offender because there are so many upgrades to it) and try to find every single one to queue up the upgrade. This only gets worse and worse on larger maps. If we could
Ok, after quitting and restarting the game, the non contiguous penalties are applying correctly now.
[quote who="Kestral2040" reply="1" id="3232351"]did you pass the turn and it still doesn't show as not being contiguous? I tried to reproduce in house and when you first take the city it says there i no penalty but when you click next turn it has the penalty (properly)[/quote] Yes, several turns later I have taken another city from Magnar that is contiguous with his old Imperium capital. Neither Imperium nor the contiguous city have the connection unrest penalty, nor do
When you capture an enemy city that was their capital city, it still counts as being a capital for purposes of the contiguous territory and unrest. In the game I just started, I captured Magnar's capital of Imperium, and it has no unrest penalty for non-contiguous territory, though it is not connected to my own capital. I can only assume this is because it was a capital city at one point. Magnar's only remaining city is now a capital as well, as it does not have any Cont
I know it's anathema to mention a WoM mechanic, but I think part of the production & 3 turn minimum build problem is that population is in no way tied to productivity. I think it's very poor design that 12 guys living in a 3/4/0 shanty town can out produce 400 living in a 5/2/0 metropolis. EDIT: Well, trumped by the frog, I see. 1 turn builds it is.
With the change to the rush cost, the 3 turn build cap should be changed.
This is pretty damn awesome, I'm totally impressed.
Huzzah! Only downside is new patch notes always suck away my motivation to play the current version. :D Looks like some interesting stuff, still absorbing. EDIT: No 'Resource Destroyed' Notification popup? This is a glaring oversight! Also, we never got official word on the issue with snaking to rivers/forests not working for building logging camps & piers. Is this as intended or actually a bug
[quote who="Raledon" reply="49" id="3227432"]Leveling the city to 5 is nice and helpful, but it's in no way close to having a material/essence rich city. Heck, 0/5/3 is the best possible location I can think of with a sum of 8 points, by far. Regarding the flexibility of Essence- I believe it's actually a problem. Essence bring more than the other resources, and has the flexibility issue, with little to no cost. I do believe that Essence should see a slight nerf in this
[quote who="duke87" reply="18" id="3227028"]quoting post If you’re playing Fallen Enchantress, which is best? https://www.elementalgame.com/journals To crush your enemies, see them driven before you, and to hear the lamentation of their women.[/quote] I would just like to add that this is the very first thing I thought of, too, and I was sad someone beat me to the punch.
[quote who="Glazunov1" reply="37" id="3227234"]Quoting CogBurn, reply 34 3/3/2 Population is useless aside from tax income, and money is never a problem after ~100 turns. Materials + Essence is all that matters. So long as population is in no way a function of production or research, grain will never be an important factor in city placement. Population also affects city size, and a city that grows gains unique city advantages as wel
3/3/2 Population is useless aside from tax income, and money is never a problem after ~100 turns. Materials + Essence is all that matters. So long as population is in no way a function of production or research, grain will never be an important factor in city placement.
Like I said, all I want is just someone to let us know "yeah, this looks like a bug" or "as intended". :P
[quote who="seanw3" reply="21" id="3225946"]Feature completion time according to Frogboy probably means feature lockdown and refinement. You might see a few new spells or something small that was held back from beta 4 for extra development, but nothing major. Content probably means more spells, events and quests. Those are the only things that have been previewed. [/quote] They made it pretty clear that expanding on the content already in the game is still open season for Be
They could help to control but not destroy snaking by requiring that you fully fill the tile before you can expand to the next tile. That would help to keep cities tight, but you could eventually stretch 3 or 4 tiles alltogether for access to something. I don't have a problem with saying that you want city placement to matter, what chaps my cookies is when the viable tiles you can settle are just a tile or two from the woods or from a river, and no matter how much yo
This looks like a job for the Lower Land spell! :D
[quote who="GFireflyE" reply="8" id="3226042"] Definately something I hope is reverted. I really liked that you could 'snake' to a forest or river. In addition, it seems only natural for city growth to want to grow towards the resources. Afterall, cities can 'snake' such that other improvements enter into ZofC. Should be the same for forests & rivers. [/quote] Fully agree. I understand they have this thing about wanting nice tidy ci
I have had a thread about this for a while and it hasn't gotten any attention. It would be nice if this would at least be confirmed as a bug or working as intended. So far we're getting nothing but silence on the matter. I figured out how to make a change to the xml to permit the improvements to be built anywhere at all (up to you if you want to honor system proper placement or use