I agree with those requesting the restriction of city access on river and forest access to just adjacent tiles be removed. I can understand the rational for this but it really does remove a lot of the enjoyment of the game for me. Some good solutions have been suggested; expanding radius on city size, complete fill of squares before new ones are allowed to be used. In the interim of a permanent solution just make it a setting option and let us have the fun game we want
MrF1ibble
They aren't overpowered at all, you just need to understand their strengths and weaknesses. Their strength is melee attack and their weakness is no ranged weaponry. Use the spell stinking mud and several mage groups with fire staffs. I slaughtered 3 full armies one after the other without a hit point of damage to me.
This has happened to me after turn 237. Reloading the game doesn't resolve the issue and the game hangs on turn change.
Apologies if anyone else has mentioned this but the ability of archers and wizards to use heavy armour types has me a bit perplexed. Traditionally archers didn't use much in the way of armour due to the lack of flexibility this would cause. Trying to draw back a bowstring and aim using full plate, when thinking about it, does seem somewhat impossible. For much the same reason, traditional fantasy restricts armour use for wizards, i.e. the restriction in movement for