yankeefox

yankeefox

Joined Member # 2382372
8 Posts 47 Replies 208 Reputation

Why is Pioneer spam bad? Because the world is suppose to be a bad place to live. Your supposes to be taming a world gone disaster. Sending out unprotected pioneers is not suppose to be possible (it a lore thing). But at the current level of monster aggression pioneer span is the best game move right now.

30 Replies 23,402 Views

I too would like to see a way to convert goods (metal. crystals and horses) in armor and equipment for my champions. However I don't want to be limited if I don't have the goods (ie still able to buy for an inflated price). I would also like to have the ability to buy goods. The merchants of the world (collectively know as the shop) should target 10% of the worlds resources to buy. If one faction sells 100 metal to the shop then that 100 metal should appear i

16 Replies 15,142 Views

I would like to see bows get +A attack per level. Since more HP doesn't scale well for a pure damage dealer that a bowmen is. The +A per level should probably be .25-.75 for the first bow, .5-1 for the second and 1-2 for the advanced or legendary bows.

13 Replies 3,844 Views

[quote who="Glazunov1" reply="49" id="3221958"] You mean, selecting a building to add to a city, but it doesn't show up when you hover over the city tiles for manual placement? And the only way you can get it in queue is to auto-build, by double-clicking on it? That happens regularly to me in each game, with about a third of the buildings. When I click on one of the others and hover over the city, the building shows up under

66 Replies 465,950 Views

yes to this idea but maybe limited to even, odd or divisible by 3 levels. Upgrade magic option as described in the op shows up guaranteed on a schedule. If you don't selected because of some rare trait pops up make it available at the next rank too, maybe.

15 Replies 5,581 Views

Allowing building to upgrade has reduce the snaking to an acceptable level in my opinion. Please let us build towards the river again.

3 Replies 2,945 Views

It seems that I can no longer build a pier unless the Founding square is next to the river, with no chance to build to the river one square away. If this is intentional it sucks.

3 Replies 2,945 Views

I think he saying his territory completely surrounds a small square of unclaimed territory which the AI is placing a outpost on, moving his boundary back one square and stealing his resource. Simple solution force a declaration of war or a treaty to enter someones territory.

13 Replies 5,398 Views

The only reason it would be to "late" to add a needed something is because star dock has given up. But I see the problem is monster behavior. I like city spam, we are trying to build an empire after all. But what I don't like is the AI ignoring all the monster to get the good sites, then me the player getting attack because the AI triggered a roaming high powered monster. The "strategy" of ignoring monsters used by the AI is unworkable for the player leaving no spa

66 Replies 465,950 Views

Wile I sort of agree the quest should be a little mysterious in the beginning. When we are actually selecting the reward we should get full info.

16 Replies 56,758 Views

1. Monster behavior. The player with "master scout" and all AI get a free pass. Master Scout should only apply to scouts and champions. Pioneers, outpost and Cities should "always" be attack near lairs, and once the offender has been removed the monster should settle back down. 2. Pioneer spam, changing pet peeve one should limit the effectiveness of spamming pioneers, without the need of an "artificial" limit. However pioneers still should be a trait which inc

1 Replies 2,512 Views

I was thinking that instead of getting rid of the limit, just allow the excess production flow to the next project in the que. For example if a city had 50 points of production and was working on a 99 point project, 33 point of production could be used on the first project (for three turns) with 17 points going to the next project during that time.

4 Replies 3,673 Views

I Love the ideas in this thread, here is my take on the thread. Split the experience combat and governing. Path of the Governor and all "governor" traits removed form the combat experience upgrades. Governing experience received by governing, 1 point per city level / divided by the number of heroes present. Administration building starting with the bell tower would provide +1,+2.. experience divided among heroes present. Governing traits should include:</

40 Replies 98,021 Views

I tend to think of starts in 4x games as: OMG, Competitive and uncompetitive. OMG starts are bad they give such an advantage that the game is too easy. Competitive starts are what I want as a player. Uncompetitive starts are a fact of life when you have a large number of players. But as a player I don't want one. Ideally I have already set the difficultly such that I will have a fun game. Adding the uncompetitive start means I lose.

45 Replies 110,570 Views