Janusk can be okay, it depends on which of the base hero Janusk is made from. But there's nothing like marrying Rilis with a male sovereign. As for the op, sometimes it happens. The only way is to research the hero path yourself and hope, if you already have, then there's not much you can do but wait. What I normally do is play with all 10 AIs, that way they will research hero techs for me, making more heroes available overall, and thus more chance at one.  
Kalin
[quote who="GaelicVigil" reply="70" id="2783452"] I think you have to factor in the Pioneer as a specialist here. You won't even be able to build a pioneer until you have a very large population in your city. So you cannot simply spam them because you won't have enough population to make a new settlement. You COULD spend 20 slots on pioneers and spam cities, but what would that get you exactly? You'd have 20 satellite colonies with no population to do anythin
Not enough info to tell you what you did wrong, but if you're still fighting it, mobility has always been the AI's weakness. Use movement to avoid his huge army and take all weakly defended cities. Make fodder to weaken his remaining army and then finish him off.
How about using another tower to hide it? Like this: http://img836.imageshack.us/img836/5198/elemental1285192364.jpg Oh and gotcha about the house, I'll see if I can get an UC for it if not today, then tomorrow.
There's no way of knowing beside writing it down (although I believe they said it's one of the interface improvement they like). As for attacking a npact, I believe there is a trick where you can still declare war once you talk to them about dynasties.
My rig: Quad Core i7 920, 8gigs of ram, ATI 5870 Latest driver. Not a top of the line setup anymore, but still pretty high end, IMO. I got the dx9 version to run fine, so... yeah.
Civ 5 runs... (well not the dx11 version - yes I'm a win7 64bit guy), ... For a while everything seems cool. Somethings have been changed, I can live with that, still feels too familiar, I expected that. Early skirmishes seems more interesting because of strategic placement... ... Fast forward several hundred turns later... ... I have a big empire. Everything is a frikkin mess. I have units everywhere, moving an army takes f
My apologies on interrupting your wall staring, but I posted this in the other post and thought it fits here: [quote who="Kalin" reply="73" id="2783417"] I'm not convinced that these specialists would change the current city spam dilemma. What would stop someone from making an outpost, add a house, and produce these specialist? With the current description of the system, wouldn't that just be an outpost that cost 1 food to maintain that makes 7 specialist that you can then u
Sorry if I come off as being a half-empty kind of guy, but... I'm not convinced that these specialists would change the current city spam dilemma. What would stop someone from making an outpost, add a house, and produce these specialist? With the current description of the system, wouldn't that just be an outpost that cost 1 food to maintain that makes 7 specialist that you can then use? Doesn't that make things, um... worse? As for
... Is it so hard to believe that if a building is already using people, say 199/200 you won't be able to build anything that use more than 1 people? It's really not that hard to do. Edit to reply to edit: Think of people as local food. You make x food, but are using x amount. What you can build depends on the amount EXTRA you have.
For those worried about the buildings "eats" up people, he's not talking about using people as a local resource in that manner, basically think of city tiles instead of gold. The city still has x amount of people, but a certain amount is "used" when a building is constructed. If there aren't anymore "tiles" then you can't build more buildings. The only difference is that the tiles here grows over time (since they are people). It's a fine concept, but like I said in my earlier post, they need
They left the trait in so that you can still use it "if" you want, but remove it from the list for "balancing" reasons. Basically, it's just so that people will stop complaining that organize is too powerful. XD
I say Royalty is broken because while the effect is okay for empires, it is completely broken for kingdoms. The +100% bonus on a pub, inn, and palace makes a kingdom city grow +24 people a turn. You can get to a level 5 city in about 100 turns easily. If it was just +1 prestige, it would still provide a 100% bonus for the base city bonus (which is still very powerful), but doesn't double the bonus from pub/inn/palace. As for the prestige heroes... that's just something to make the bonus do "s
If you have arrow missing problem, make sure you have the latest version. There was one that broke it, and they released a fix later.
1. Buffs on target unit isn't displayed. You kind of have to remember, or check their stats (it's pretty easy to tell with normal units at least). For heroes, I try to have the person in question buff themselves (imbued), this way their enchantment list tells me what they have on/off. 2. I do this too. If you cast on a stack, the first unit in the stack always gets hit, even if that unit already have the buff. 3. Broken. I've been able to kill Obs
It's funny that you brought up MoO3, I always think about that when I hear the Civ games rehash discussion. There was definitely something there in MoO3 (although it wasn't all there at the onset). The problem was, it just went too far away from the formula of the previous games. The whole macro management bit in particular I believe, drove many old fans away from the game and thus assured its downfall. Personally, I think the game would have been better off not called "Master of Orion 3" at
[quote who="Frogboy" reply="41" id="2782949"] For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything). This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. This encourages fe
The broken part about teleport isn't the cost, it's the use. If all teleport did was allow you to travel faster around the world, then I doubt there would be any problems even if it was made to cost 2 mana. But that's not all teleport does. Say you're at war with an AI, so he sends a strong army against your nearby city, one that has no real defense against his army. Normally, the city will fall, and you have to build up a force or wait for your army to get back, then
55/60 HP on a scout! It has a "falcon" trait! Oh oh, and advance ballista, as if catapults wasn't cool enough... must get! Actually... on second thought, I don't really like it all that much. For example: what's the point of giving a numerical for population, settlement, heroes... the empire tree does that better (despite its flaws). Maybe I just got used to the current Elemental UI, but it's not really bothering me all that much. *shrugs* PS: Can
The influence trait is broken, it does nothing. Influence itself isn't broken. It's the ZoC (Zone of Control) around your city that allows you to build on resources, this value is defined by the city hub. The higher the level of the hub, the bigger the ZoC, although there are several levels for each Hub, and the population level of the city determines which you get (higher population = bigger) as I tried to explain in my first post. Influence buildings produces a small ZoC around them, for th
[quote who="Stuie_acs" reply="43" id="2782846"] Even simpler than that would be: Defender moves first; attacker better be ready for whatever they are gonna throw at you (or else you shouldn't have attacked).[/quote] Just how many time will this come up. Do you not get that all this would do is make the player declare war and WAIT for the AI to attack them? So instead of declaring war and attack, you declare war, then stand around him, hitting end turn a dozen
Updated the design a bit, pulled out a tree, removing some ground cover no one was ever going to see... made the walking ring a bit smaller. But still not sure if that's enough given how clear of trees the rest of the city seems so far. Might have to scrap the whole thing and go for a more city look... http://img202.ima
Just an idea, but how about resizing the river tiles and put some living trees around to use as a lv1 wall, then your other one could be lv2, and a full wood one could be lv3?
In that case, all you have to do is copy one of the tech tree, switch the techs around and then link the new tech tree to Kraxis. Not too difficult. Doubt it would be put in the core game though.
Great, no wonder I haven't noticed anything, I was messing with my race to be in the snow. *sigh* Then again, not like I need the bonus.