That would be one way to implement it if you wanted to get abstract. However, with the gold, metal, crystal, and material resources already in existence, you're basically just finding ways to convert them for what you don't have. The diplomatic option is great to have, especially if you have a good ally but if they have way more of something than you, its still pricey. Doing it myself with a hefty conversion sacrifice would be handy. My biggest hope is to have the chance to re
cwatkins
When a city has completed its last item in the Building or Training Queue, you have turns of wasted production until you manage the problem. I propose options to spend these turns on something rather than seeing them wasted. I'm calling it Fallback Production. You set your fallback production option in each city and when its last building is constructed or its last item is trained up, it picks up the Fallback option rather than sitting idle. Natur
Oh I wanted to add that I'm not really a fan of the inventory management for units/heroes. I'd prefer a bag and paperdoll style system were used since it's all slot based. It's classic UI for a reason. Take a look at some of the things an MMO does with inventory and paperdoll setups. If you're moused over an item that is not equipped, you see a comparison to the item you DO have equipped. More importantly for heroes, which will have a lot of equipment by endgame, you can see slots tha
City Improvements UI - It's hard to look at the list of city improvements as someone who's unfamiliar with the buildings and find the one I want. Most icons are a house with different kinds of paraphernalia around them, so they're not very distinctive. I have to hover over the whole lot to find what I'm looking for. Consider 2 solutions. More distinctive icons, or a toggle for adding a short-form name to the icons City Improvements UI - Add a set of filter tabs so I can shortcut to a