'Tis better to take Beast Lord and have armies of bears, wolves, spiders and Umberdroths which cost zero gildar. :P
Chibiabos
I'm not sure its a bug, but its odd. Other heal items like those honey jugs and Heal spells are only usable in tactical combat, not on the strategic screen for some odd reason.
I wouldn't go so far as to say you shouldn't be able to end your turn with idle units or cities, but I wish there were an easier way to identify them. Yes, idle cities display a 'Zzz...' in the browser, but after building several cities, the list is too big to view all at once, and its choresome to check the entire queue every turn. It would be nice if there was a special, very visible indicator for idle cities and units.
Same glitch with casting Shrink on an enemy group.
I +1ed this as well ... here, here! I concur wholeheartedly. Its so annoying ... I wind up having to cancel, then wait for other moves to process, and try to remember which champion had found it so I can switch to them to check out their equipment screen.
I had this same exact problem when I downloaded the .983 patch. :( Unfortunately I did resort to uninstalling and reinstalling the entire game. :( Very annoying, yeah. If you still have the original install files for whatever version you first installed, you could try uninstalling the game, re-installing from the install file you already have, then try running the patch again.
Blind, Shrink and Slow the dragon, Haste your own units (especially a primary tank/damage dealer and a healer). I have been playing with "Beast Lord" trait a lot, which really helps -- the Umberdroth, yeah, but what really really helps in any engagement is the Great Wolf. Great Wolf's howl gives a base attack bonus to all of your units ... really makes archer stacks uber-lethal, even to dragons.
There are a large number of plural/possessive confusions in game text, not sure if they've all been reported. The most frequent one I have seen is improvements, spells or other improvements to a city; in every single case, the text from the improvements/spell/etc. incorrectly uses the plural of city ("cities") when they affect the city and should be possessive ("city's"). A property of something, such as the food output of a city, it is possessive (id est:  
I have yet to find an RTS approach the enjoyability I had with Homeworld. I have Sins and its expansions, and they are good, but pale compared with Homeworld. I bought Supreme Commander on Impulse, but found it not to my liking and it remains unplayed beyond the few hours I tried it out and did not find it appealing. I enjoyed SC2, but found I am not a competitive player, I prefer single player, and after beating SC2's single player campaign several times over, its
I'm not sure you have a real notion of how difficult it is for many, even with real work experience ... that folk with degrees are having a tough time finding work even at McDonald's is a sad state of affairs. College education is becoming increasingly a bad investment ... McD's @ $16k/year isn't going to help anyone pay off $40k student loans after trying to pay for things like groceries, utilities and rent. :/
China tyrannizes its own people, arresting people for political reasons (such as being Buddhist) and forcing them into laogai -- "reform through labor." This means forced, unpaid labor -- slavery. While laogai camps are unlikely to produce electronics directly (as they are unskilled labor camps), the materials that go into electronics and other manufactured goods are processed in these forced labor camps. Slavery, brutally subjugating peaceful demonstrations (does no one
Sorry about your mate. And your children. And your pets.
I've had several failed starts, WITH MY FIRST CITY. No recruitable champions within sight, surrounded by Strong and Deadly stacks of doom. :/
Snathi Acornhuskers
I have a proposed solution that should fix this and the general issue of "un-fun randomness" when it comes to your start (I sometimes find no recruitable champions anywhere near my start, and instead a lot of "Strong" and "Deadly" mobs of monsters -- umm, and my n00b leader should found a city next to them!? When creating a new game, there should be a starting bias that only weak monsters are near any of the starting areas for players (human or AI). Maybe if the game is set to a
Abeix doesn't seem targettable with anything ranged. :( I was whopping every stack of every enemy in existence with my l33t archers, so I thought I'd go after Abeix ... only to find none of my ranged units were allowed to target him :( And that's both arrows and spells :( WTF ... some warning would have been appreciated. :( Lost everything because I had set my stack of doom around a couple strong defenders and the rest mages and archers. &n
The Spellstaff lists, among other benefits, generating "+1 Mana per Turn" It does not specify whether this is per combat turn or turn on the strategic map, but in either case, having the item equipped has no effect. Mana does not generate when the staff is equipped during combat, and there is no difference in my mana generation (from my shards and whatnot) whether I have the staff equipped or not on the strategic map. :/ Am I missing something, or is the mana generation on
Free airplane wifi, I only have to buy a plane ticket and pose for nude x-ray photos? Woohoo, sign me up!
Biggest boons for me, I think, are the fast turn processing (which I guess will get even faster). Not sure how useful it would be to list that, as I don't imagine that's in danger of getting ditche! lol. Another is the unit customization. I wish there were a bit more to it, though, instead of simply newer tech = better. Maybe weapons, armor, equipment, etc. should have a weight that affects combat speed.
None of my other cores twitch when playing Elemental. Are you sure it supports multi-cores?
Stardock implemented a different sort of turn processing in GalCiv II that allows the AI to plan its moves, etc. during the idle CPU cycles when the human player is figuring out what to do in GalCiv II, as per a dev journal way back when they were making GC2. This is why Stardock's TBSes have faster end turn processing without sacrificing AI capability. Civ V has a lot going for it and overall I do find the game itself enjoyable, but end turn processing taking 30,
For some reason a lot of my posts (entire threads I started) have suddenly vanished the past couple days. Only a couple were bug reports.
Yeah, end turn performance is one solid feature Stardock has done well ever since GalCiv II. No minute-or-longer turn processing like with Civ V!
One great "under the hood" feature Elemental has (descended from GalCiv 2) that the Civ series -still- lacks is simultaneous turn processing ... that is, the computer's turns are processed while the player is making their moves, instead of waiting for the player to click "end turn" and -then- the various computer AIs' turns process. Ever notice how long turns can take to process in every Civ game, including Civ V? And notice they don't take so long in GalCiv nor Elemental -- once
Yes, but the last time I reported a repeated crash attempting to cast Imbue Champion, I was told it was because I had cast too many enchantments.