Maybe it's just my Civ experience talking, but I keep thinking that the Produce X tasks you can give to cities should scale off of, you know, [b]Production[/b]. As it is they are just a multiplier to however much they are producing. Thus production heavy cities get left kind of in the dust if they're in one of the idle modes, while gildar/research/mana focused ones just get better at what they already do. If making all of them scale off of production is unacceptable, how about just th
AlienFromBeyond
Everyone is able to build Spearmen from the start now, so getting the Training Tech for free is not very useful, and the trait even mentions it unlocks Spearmen when it doesn't anymore! How about we change it to giving Leatherworking? Or perhaps a bit extra attack/defense like Adepts does for Mana or Scholars for Research.
Remember it hits 3 adjacent spaces, so if you have a friendly unit next to the enemy you want to hit you may have to aim to the side to let it fire as it won't allow friendly fire.
I've seen so many invalid starting positions in tactical maps that I've just given up on caring about them. And the tactical map with the giant statue/monument in the center has all the squares it's in as passable, so it looks like units are hiding inside the damn thing.
Is the Urxen Blood bonus of doubling the Swarm bonus similarly bugged?
Mancers can accomplish this fairly easily as well thanks to their +1 Move, so it's not uniquely Altar. Hell, any custom unit that has the Charge ability can do this.
I like using manual improvement placement, so I almost never use Outposts because I can either grow a city in the direction of resources I want or plant a city near enough that I can then grow it there. In fact, my most frequent use of Outposts is to make my territory contiguous to reduce my Unrest. Consulate is nice especially since it gets added before the multiplier from Produce Growth, but it takes so long to build I almost never bother. Perhaps have the upgrades you research for Outposts
[quote who="Lord Xia" reply="7" id="3334883"] I don't want random, I just want "more". More meaningful choices. Move some of the choices of the class to the general tab. Maybe give minimal access access to a second tree, so maybe I want to make my guy a warrior, but also have access to a couple necromancy skills from the mage path? Or my commander also good with a sword?[/quote] How about you can always pick traits from any tree when you lev
I had noticed this as well, it wanted to give my units Longswords instead of Boreal Blades. Kind of understand why it would do that, crystal can be hard to get. How about we split it so instead of just a one-handed weapons category, we have a non-magical and magical versions of it (likewise for the other weapon types)? And it would be really nice to be able to tell the game to stick with a certain weapon type when you designed a unit around a certain weapon attack ability, as currently when y
If you want to give wolves a taste of their own medicine, make a custom Empire with Urxen. +2 Attack in armies of 5 or more (default army size now is 5, how convenient), and DOUBLE SWARM BONUS. It's allowed me to take on enemies I really have no right killing, and rushing enemy cities early on is easy with it. Especially with custom units for as much Initiative as possible, and say Charge to get into melee first turn.
Doesn't seem like an exploit to me, you played the smart underdog and got the two top dogs to go at each others throats and rose victorious over the ashes. If anything clever plays like that should be encouraged.
Yeah, I just turn it off as well. The free shard power from the towers is more than good enough to justify building them.
Simply enough, I saw an enemy army and a neutral monster enter the same space and not fight. As a result they were stacked like 2 armies with an Army button if you selected the square. When I pressed it, I got the Army Management window where I could do nothing, and hitting the Done button to exit it didn't work. Had to Alt+F4 out of it.
[quote who="mqpiffle" reply="20" id="3333374"] Quoting Fallout386, reply 19The ridiculous 30pop cost is killing growth Actually, it increases your city's growth.[/quote] Indeed, Pioneers costing population is no longer the hinderance it was, as you will experience sudden rapid growth from your relative food surplus skyrocketing. On the other hand, the change to using gildar instead makes Wealthy even more mandatory a pick for custom Sovereigns.
Aw, I kind of liked how in regular Fallen Enchantress if you got to a high enough level and finished your Path you could pick up another one. Dual Defender/Warriors, Assassin/Mages, good fun there.
[quote who="Ben Yeoh" reply="55" id="3329605"] It's clear that moddability to the extent that they expect is not going to be happen, simply because it takes too much effort to support that kind of flexibility from just a bunch of XML values.[/quote] But Civ5 modding is the same and look at how much more interesting the modding scene there is.
[quote who="willie sanderson" reply="10" id="3323708"] Quoting Lord Xia, reply 1Yea, it's funny, once you set them to explore, they are always exploring until you hit "explore" again to turn it off. You could move them manually for 10 turns, set them to guard, but as soon as you look away, they are off exploring again. But clicking explore a second time usually turns it off. Yep this ^ is the way to turn off explore. I thought everybody knew that.[
[quote who="willie sanderson" reply="7" id="3317621"] mainly because when I open up this text box the font is less than a centimeter high like this and I can't read it.[/quote] You know you can hold CTRL when you scroll to change text size? That way you can read (maybe you should get glasses or sit closer to your monitor) without making it a pain in the ass for the rest of us to read.
[quote who="webusver" reply="20" id="3314500"] I don't know, but something should be done with influence. For henchmen it's valuable, but for other situations it's useless (or perhaps I didn't find the secret of its usefulness)[/quote] The most useful thing I've found for it outside of henchmen is for trading with the AI for resources/tech.
[quote who="mctaff" reply="5" id="3314712"] The difference is that here the list of magics is a "per hero" thing, not a "powerful overlord" thing. The spells you cast were that of the supreme wizard that didn't go wandering around the countryside to earn experience that unlocks spells. That said, if that hero is not present in the place the item is getting created, what then?[/quote] Just make it a sovereign only spell that you research and uses only the magic available to th
When I imagine crafting, I just think to Artifact Creation in Master of Magic. Pick a type of item (weapon, chest, helm, accessory, etc.), then a list of magical traits to put on the item based on what magics you have available. Proceed to use a crapton of mana and a bit of casting time creating the item and bam, now you've got a Magic Bow with Maul that shoots Fireballs.
[quote who="sjaminei" reply="11" id="3313871"] Quoting AlienFromBeyond, reply 10 My excess mana is from not casting high cost spells like Destiny's Gift or Celerity anymore. Plus I like having a lot of Conclaves/Oracles and frequently have Scrying Pools, so I generate a lot of mana as well. What difficulty are you playing at? When you play Ridicilous and above, your mana is precious at least for me. It's a totally different ballgame regarding difficulties. If you
[quote who="sjaminei" reply="9" id="3313860"] Destiny's Gift costs 200 mana now, Celerity 250 Mana, Blood Rage 100 Mana and Paragon 90 mana. Where are you getting your excess mana from? I never have mana for improving champions/sovereigns AND tactical spells. 50 Mana is huge when you are fighting AI armies with bonuses. (Mana is power in this game IMO) [/quote] My excess mana is from not casting high cost spells like Destiny's Gift or Celerity anymore. Plus I like ha
There is also the balance issue of Pioneers costing population makes Decalon for the Arcane Monolith spell insanely better. 50 mana is pocket change compared to 30 population, especially when it's for an outpost so the Pioneers you do make can be used for just cities.
Also, perhaps the tooltip for the Mercenary unit trait should be adjusted. It's not really increasing the Wages by 1 but instead just giving you -1 Gildar production a turn. Normally this workaround is equivalent, except in the case of a Warlord Sovereign. Unfortunately the only wage unit stat I could find was one that set the wage to a specific number (used for the Quendar slaves) rather than modify the current wage. Just so it's clear for others who maybe thought to combo these toge