Lonemessiah
What would there be to stop a player that was in a largely losing position to 'snipe' low health stacks with a powerful mage just to rush to the 20% capitulation threshold, and therefore win without deserving? Also the bonus would start to erode into the reduced damage that you were doing by trying to capture the unit in the first place, making each subsequent unit eaiser to capture than the last. Interesting idea for sure, but probably needs more balancing.
[quote]The new economic system got in this past week as well. People generate income (and modders can tweak how much or how little you get). This gives players a reason to have fewer, better cities since population means money. Population also now used explicitly for city improvements and other things. So you can, for instance, build as many workshops as you want or as many studies as you want as long as you have the people to staff them. How you choose to use your population beco
Maybe I am misunderstanding the blurb for 1.1. But I thought that now you could build any number of the same type of buildings within 1.1. this is what i was talking about, rather than just building lots of buildings. Therefore you can already build more then one of each type gold improvement, so it won't be a bonus anyway if you already have the opposite style of building. This was done to make large cities better than several small cities, thereby reducing the benefits of city spam. Ma
As far as i was aware in 1.1 you can build any number of buildings within a city anyway, since they will have maintenence costs associated with them now. This should go somewhat towards fixing this problem. Maybe the best solution with be to massively increase the costs of buildings for the opposing side when you take them over, forcing the decision to either pay the extra costs (justified by the increased buerocracy needed to run them) or destroy them and rebuild your own buildings.
I like the idea of effectively warring indirectly against another faction by tring to push your influence into their zone of control. However the AI needs to see this as a negative thing to do. For example it should modify their relationship with the perpetrator downwards and if it results in taking control of cties or important resources may even lead to war. This being said it therefore needs to be controllable, since at the moment you can quite easily take control of a re
1. I care. In fact it is one of my favourite details within the game. It might be purely cosmetic, but it is a joy to watch as the world comes back to life.
I asked the same question last week, and took the plunge and bought it. I am enjoying the game immensely, although you can see that it is almost a barebones game at the moment. When i look at the ideas within the game i get quite excited and the prospects. It is very stable on my computer, not crashing once yet. I truly believe it will become the new benchmark for fantasy turn-based strategy games. And knowing that you will get 2 expansions free it is a win-win situatio
This should probably go in the FAQ's since i didn't know either. I am glad that i now do :)
Wouldn't having a city at a certain size do. It would obviously have to be huge. But once it got there then maybe you would have to build the 'wonder' to firmly establish it as the capital of the world. I would suggest it would have to have both a certain size area of influence, (probably a percentage of the map) without including the AOI ffom your other cities. It would also have to have a certain population. I am pretty new to this game so i don't know how feasible it
If squads are the problem, then allowing them to combine with squads is a great idea. (again like Warhammer IIRC), That way they would behave like a body guard whilst the hero did his/her thing. The enemey would have to then destroy the squad before getting a shot at the hero. It wa mentioned that a squad of 4 with att 10 each still attacks as 4 hits of attack 10, so if you then allow the hero to have his attack too it wouldn't be unbalancing. Also Charisma could ultmately decide how good a q
I am pretty new to the game but here are the things i like the most (in no particular order) 1:- The graphic style overall.. It is unique to this genre (AFAIK), and it makes Elemental instantly recognizable. It some how seems to fit better with a fantasy style game than photo realistic terrain. 2:- The renewing of the map within the Sphere of influence. I think this is universally seen as a good thing. It makes expanding seem all the more worth wh
Not to steal the thread, but yes 'Realising' is the correct spelling, 'Realizing' is an Americanisation of the word, pretty much like colour and color. As to the original point, one of the reasons I purchased the game before the 1.1 patch was just so that i can appreciate the improvements made. As it is i am enjoying the game massively, even in it's current patch level.
[quote who="Goldmos" reply="6" id="2808267"]Well, if you will buy this game anyhow, I suggest you to buy it now. The reason? You get the 2 expensions free instead of just one. If you want to have a good feel on what it will be, wait after 1.1 [/quote] Sorrty i meant this quote, I am not used to this forum, usually quote is for the post below it.
[quote who="Heavenfall" reply="5" id="2808253"]There's no way it will come out this week. Beginning of november, at the earliest. 1.1 is to contain a re-made tutorial, so I think that would be a good point to jump in a s a new player.[/quote] Is this true? I am sure I read in another thread that this offer expired at the end of September.
Hello people, Since ripcurlrc has started this topic, I thought that I too would be interested in the advice given. I have been lurking few about a week now, after hearing about this game from the news of Kael moving across from Fall Of Heaven. I used to play Galactic Civilizations 2, (and have just realized i can download it for free since i still have this old account open from when i bought it a few years back). I too was wondering whether I sh