Last time I saw the AI attack a minor faction it took about eighteen units with it, a good six of which were actually groups. Then it declared war on me and insisted on sending the lone fighters / single groups.
Archonsod
You can only train them in the city with the temple. They'll appear in the train menu for the city (you can't design them).
[quote who="scyldSCHEFING" reply="4" id="2740045"] The Age of Wonders series, for one, doesn't count? [/quote] It's hardly civ + MoM, it's far more akin to the Heroes of Might and Magic series than civ. [quote] Sins didn't need the first expansion to garner both critics' and players' praise. If it did, it wouldn't have gotten 87/100 on Metcritic, which reflects the general rating of a game upon its release.[/quote] It reflects the
Never seen much need for it myself. The only place I care about getting my sovereign to at any kind of urgency tends to be my own cities, and there's a teleport spell or three for that. Out in the wilds speed rarely matters. Besides which the only movement buff my sovereign gets is a mount, which I can easily replicate by mounting troops. Far more important things to put points in than movement, and I'd take a buff to attack or defence first.
[quote who="cwg009" reply="23" id="2741080"]I do think there should be some sort of maintenance cost the more cities you have. Currently I don't think anything like that has been implemented, or at least I haven't been able to detect one.[/quote] There is. I see negative values for gold production on most of my non-gold mine cities after a while. Not sure if it's maintenance for all buildings, or tied to specific buildings. There's also a guild building which reduces city main
[quote who="Bodea" reply="8" id="2740580"]hmmm unfortunate. I just created a sovereign with no magical spellbooks. I had a plan to comncertrate on this sovereign as a physical hero, who later develops a magical affinity. Guess I better scrap that idea then. Unless there are other spellbooks you can unlock?[/quote] Yup, you can open up the summon, combat and restoration spell books by researching the magic tree. An all physical sovereign actually works quite well, in fac
[quote who="Lord Nova" reply="5" id="2733241"]Here's what I remember in Galciv2 [/quote] You forgot the old "pile on as much defence as possible and leave off weapons" trick too, which wasn't fixed until circa Twilight when they stopped with the auto-resolve if both ships are still alive after fifty turns. Thing to remember when complaining about balance - it's impossible to properly balance a game until people are playing it. You kinda ne
Check your map settings and the number of factions. It also depends on the map, I've had games where everyone was on top of each other, I've had others where I had to explore 50 turns in one direction before bumping into even a minor AI.
[quote who="dawgs4ever" reply="11" id="2739352"]I think Elemental has more potential.. but right now MOM's battles are much more interesting and balanced than Elemental's. [/quote] Take 1 unit of human Paladins Enchant with physical protection. Win. Only thing that will hurt them is phantasmal units, but since they get first strike and a decent attack they should manage to kill them before they get a chance to attack.
Those AI are minor powers; they're not supposed to grow. Agree with you on the magic side of things, it needs a huge overhaul.
A melee sov is hardly gimped. Give him a bow and he'll do more damage than he will with magic. It might of course change when the shards are working, but until then I actually find a combat focused sov with a bow is far more effective than a magic one.
[quote who="Goontrooper" reply="6" id="2740540"] Now, seems like a Sov with a decent weapon and stats should be able to finish that last injured guy off, but no chance without huge luck because that last guy still has the full defense of the original stack, so he is almost impossible to hit, and he has the full attack, so his counterattack one shots my Sov. [/quote] To be honest I think the problem there isn't the results of the Sov attack, it's that he has to resort t
[quote who="Corbeaubm" reply="14" id="2740466"]I've never had it attack any city that I didn't originally take from them first. And even then, never early. Someone also did a test of the AI to see whether or not it would take ungarrisoned cities (thread is on the forum somewhere), and found that it flat-out didn't. The AI has diplomacy blustered quite a bit against me when it has a military advantage, and they spend fair amounts of time wacking on each other, but never
Yeah, but sometimes in Civ I get the feeling my people are building cinema's in the same manner they built Pyramids ;) One thing I would like to see are non-pop cities, or non-advancing cities. Just something that throws out your influence over the large swathes of dead land so it's possible to connect your empire rather than having to scatter cities about the place. So basically something like the forts in civ with an additional influence exertion.
Since they started ignoring their business software :P
Yup, if you don't take them at creation you won't get them.
[quote who="db0" reply="68" id="2740498"] I'm also very surprised you guys didn't pick it up in the beta. How could you miss this?[/quote] Because it wasn't an issue in the beta. Either it's something they brought in with the release code or it's a question of scaling. I went from perfect smoothness in the beta to grinding to a crawl in the pre-release. Though that's just about gone now with the patches.
Notable locations appear for everyone, resources only appear within your influence range. Though you can't explore a notable location without researching the relevant tech yourself. When the game starts you should only see level 0 locations, if you start seeing level 1 or higher it means the AI has been doing adventuring research. Also of note is the increased / higher level creature spawns likewise affect everyone.
Yup. I'd rather play a broken game while they fix it than stare longingly at screenshots while they finish it before releasing. The fact the broken game is still immense fun is an unexpected benefit.
[quote quoting="post"] Maybe it could be made so that, say, for a lore shop you get 1 arcane research point for the city level (level 2 city -> 2 research points). Only applies for those 1 per city buildings, so doesn't apply to Lost Libraries. Opinions? [/quote] Nah, I like how it is at the moment where basically a city has to have a nearby resource to be useful. It prevents the Tetris aspect you usually get with the "how many cities can I fit on this c
[quote who="StevenAus" reply="3" id="2740131"]I think there was some truth in what that guy said - that in general, the regulars on these forums are abnormally forgiving. [/quote] And the games market is notoriously forgetful. Just look at Demigod - launch was a complete failure. It's done well enough there's talk of a sequel. Sometimes I think games companies could start shipping turd in boxes at release and it wouldn't make any difference whatsoever ...
[quote who="Spyndel" reply="5" id="2738329"] I disagree with the degree of your statement. You can get "decent" summons at level 2 or 3. Summon familiar isn't an overpowerful unit, but it will let you deal with most creatures on the map, and take over early cities, until you get a better one. [/quote] The familiar is fine. Like you said, it's useful against most early game critters, but since it's level 2 most players aren't going to have it until turn 60 or so, so
Since magic is a finite and limited resource I don't know why they don't just go completely over the top with the spells. You could allow a sovereign to be able to wipe out an entire army with magic; it's not like MoM where you can hurl spells into every battle, until you get a dynasty started up you only have a single unit capable of casting spells. Of course, the AI would need to be taught to try attacking on multiple fronts rather than run lemming like at the same city in order to take adv
[quote who="Jarenko" reply="41" id="2733014"]rossanderson seems to think anyone who doesn't claim Elemental is the best game ever is a troll. Methinks he needs to hit the books and look up the definition of a troll. I must warn him that he may only find his own picture on that page! [/quote] Nah, we're just sick of seeing people who equate "I don't like the game" with "the game is unfinished" :P [quote] I've piled on a lot of bad here so I think I shou
[quote who="Tyveil" reply="54" id="2738273"] If that "dull and repetitive" action is the most effective way to defeat the enemy, ABSOLUTELY the game designers are to blame for a flawed system! I am positive Brad and the other devs would agree. What a silly argument.[/quote] And what's silly about it? It's the player making the decision to pursue an effective rather than a fun strategy. The game designers have provided you with options, don't try and blame them because