This is kind of funny, a lot of you were calling for monsters to be tougher and some of you were calling for tactical spells from the AI to be more common. Now they are and people are complaining about that too. I've commented on debuffs like blind and shrink in previous threads and said there was a need for disenchants or temporary effects from these types of spells. I hope some changes are made in this area but I'm not sure the devs see things the same way.</p
DGB246
But then why does it take years of taxes just to buy a bread roll!? The money system already requires a suspension of disbelief so we shouldn't dwell on how realistic/unrealistic the tax system is
It's all +1*tax rate now
But it's strange that a bread roll costs something like 30 guildar, which represents years of output from an entire village. It's just so bizarre, I guess it does the job but it's hardly an elegant system really.
It was brought in for beta 5C - tax now affects the entire gold output of the city - markets, city level, enchantments, everything. The percentages are now much higher too - I think 'low' is now 40% as opposed to the 1% it used to be. So low taxes on a village with a market would be calculated like this: Village (2 gold) + market (1 gold) = 3 gold 3 gold x 0.4 (due to 40% tax rate) = 1.2 gold per turn from that village
'Total bollocks' - so you don't think taxes work well then Sean :) I think gold is now a % of the gold output from settlement level and buildings, which means you can't just ignore them by building city improvements - you have to use taxes now. I'm not sure what to make of it really.
I don't think there are enough ways to take advantage of influence - I know it's supposed to influence your relationship with other civs and you can use it as a kind of currency during trades but it should provide other tangible benefits - it feels really contrived when I'm flogging an AI my influence for the AI's useful resources. I know you can use it to buy monsters but it never happens in practice because those techs are way down the civ tree and you have to clear out the
I haven't played the latest beta much but from what I've seen balance is still not fixed yet. It's good that champs are toned down now but there are many many imbalances between the spells, racial perks, and race perks that haven't even been touched as far as I can tell. There are so many and I don't feel inclined to list them right now as it will take me ages to do so. It probably needs it's own thread really. This beta has a lot of nice polish to it, although
@parrottmatch I'm not really sure about specific costs as they're just general ideas at the moment. I do like the name suggestion though. Mimic was just a name that I came up with in the moment, other names could be 'mystic reflection' or for manaboil it could be 'manasplosion', 'manaflare', or 'chain reaction'. I draw alot of these ideas from a certain popular card game
@taltimir Firstly, there is no unit dispel in the game though it sorely needs something to serve that function. The current dispel only works on city enchantments, please check your facts before posting. Secondly, you say these spells are useless against the AI although Brad hasn't finished programming it yet - he hasn't gone into much depth on the magic side for sure. No doubt at some point he will programme the AI to use the enchanted & equipped su
@ Alstein Someone probably will mod the 3 turn limit but really it shouldn't be in there in the first place - I just hope the devs realise this is a mistake and change it
Here are 4 spells that I would like to see included in FE, mainly to provide interactions and counters to buffs & debuffs. I'm not going to go into specifics but just outline the concepts. Death: Scour - low mana tactical spell but has a casting time - remove all positive effects (including enchantments from target for duration of the battle) - resistance check Life: Cleanse - low mana tactical spell but has a casting time - remo
Also is there a window for any more feature requests or are we now in feature lockdown mode? If there is time to squeeze in extra spells I would suggest just 2 more. A tactical life spell that removes all negative effects from a unit (call it 'cleanse' maybe) - give it a casting time, a relatively low cost, and a chance to fail (mastery vs resistance) A tactical death spell which is the opposite and removes all positive effects (including enchant
I also think the minimum build times is the wrong approach - I assume this was done to devalue materials in relation to grain when choosing a city site but surely the solution is to make grain more appealing e.g. greater city level up bonuses for example. This min build time approach really hurts unit training - I often train lightly armed pleb units precisely because they are quick to train - there is now no incentive to do that. Also, why build buildings that give training time disc
I think the devs are capable of filtering the good and 'bad' ideas. In general, I'm sure this beta feedback has been useful to them.
I personally don't think pioneer spam is an issue either, although I would like to see more incentives for building tall empires. Tying resource improvements and outpost upgrades to build queues also also makes outpost spam less important too.
It seems that most people think city level up bonuses need to be bigger and the buildings probably need beefing up too so I imagine we'll see some big changes in this area come beta 5
@Stillsingle The reason 4/2/2 is picking up some votes is because it is very good for Conclaves - a tier 3 conclave can get an oracle for 3 essence and the extra food helps you get there. The city doesnt build everything or train many units but instead leaves the build queue empty alot of the time and usually any improvements are purchased. The 2nd and 3rd cities can always pioneer spam. A conclave focusing on research with 3 essence can easily produce
This is also open to alot of other factors too. Such as what spells your sov has (enchanted hammers makes a 3 material start site less important as long as you have 2 essence). Another thing is how many other build sites are around - if you're playing a ravaged map with few build sites then food becomes more important as you may be stuck with 1 city for a while
I love how this game is being made with modding in mind and I'm really interested to see how the game evolves after 2 years of modding. Civ is one of my all-time favourite games and a major reason for that is mods and the replayability they provide. This game is good now but it could become truly outstanding after a few years of modding
Both 4/2/2 and 3/3/2 are the best but for different city types. 4/2/2 is ideal for a conclave and 3/3/2 is ideal for a fortress. The other 2 tile combos you mentioned would probably be used as towns in my games
I liked how FFH did dungeons - it was simple but risky with the random roll for dungeon outcomes
@Glazunov I'm sure he could do this on a big map too, all he needs to do is find the quest locations for the master quest - OK the statues might be spread around more but it wouldn't be much harder this way
Thanks guys for keeping all those spammers away
Hi Brad, I nearly posted on here in response to Truman earlier (these haters are so friggin dense) but I held off because you're right about it being futile - haters gonna hate. I hope this woman doesn't get a dime off you and I reckon most of her accusations will fold quickly under scrutiny and cross-examination. However isnt she also going to accuse you of failing to act on her harassment complaints once she raised them? I don't know how it works in t