I'm probably in the minority here...but I like the current city building system. I can make the cities the way I want them . My first city does follow the standard formula...Workshop, Gardens, Hut, and Study and that does get a little annoying. Perhaps the first city you found should have a unique center that's 4x4, turns out 1 research, and one material, one prestige, and has enough food/housing to make it to lvl2 on its own. This is the first bastion of 
Sushikawa
Sooo...if food is hard to obtain, how can gardens be a waste of space? I like the new maps lack of food bonuses compared to the earlier ones. The gardens work just fine in my opinion and I like choosing between them or gold/military/research buildings.
I'm a little disappointed with the 1 or 4 square rule. Why cant we have 2 and 3 tile buildings [e digicons]:pout:[/e]
double post >_>
Get enough people together and we could do galciv 3 before Stardock [e digicons]:ninja:[/e]
Age of Wonders style underground FTW!
I think its been stated that we'll have access to a large chunk of the AI via python and XML.
I didn't get a screenshot of this, but I had managed to block off a few mountain passes using my cities, completely walling myself in into a section of the map thinking I'd be able to march freely though them...boy was I wrong about that. Couldn't advance any further because none of my units could pass through my own cities, nor could I make them "eject" in the clear tiles on the opposite sides.
A helpful post entitled: READ BEFORE POSTING explains everything you need to know about locating dumps and at least debug.err files https://forums.elementalgame.com/364285
debug: http://pastebin.com/gMG2Ut7M Dump: http://www.sendspace.com/file/a5t7xc
If 1Z goes on longer than expected, think we could take a crack at your Ultima map up there?
Eh I played it for several months, but even after learning that interface...it was still a pain in the ass. Stardock should totally hire that guy though. If that happened my (gaming) life would be complete.
What you see on Impulse's page is probably old. As for news about negations I'm sure there is a PR person somewhere within stardock who has a knife and a twitch that wont go away until there's a deffinate yes or no answer.
You will be signed up for the next stage of the beta wich is scheduled for the end of this month. The actual date will most likely change. Trust me, you arent missing much right now as there isnt even 1/8th of the actual game here, but there should be a little more of it in place for the multiplayer beta.
[quote who="tour86rocker" reply="28" id="2560518"]Right now you can be pretty constrained in the demo if you DON'T roll an Earth magic sovereign; in more than half of my games, my starting location is separated from opponents (and progress) by mountains and sea.[/quote] it's not a demo :P and if you're experiencing terrible start locations report them in this thread.
yeah I ran into this situation too. The AI planted a city south of, but next to an iron deposit, that was touching the edge of my capital on its northen side. I took the new town immediately, only to discover my old town was blocking access to the mine. I assume this was done to keep your cities from "touching".
Game crashed after playing for awhile, reloaded the save, crashed on the next turn. Repeated this several times until I got one that made it a little further. Turn 117 crash turn 119 crash I assume the .zip with the dump, and error re
Game just freezes a handful of turns in. No memory dump was created. Debug.err: http://pastebin.com/095rvHLY Autosave is set to 2 or 3 turns and here is the file for that: http://dl.dropbox.com/u/5155150/AutoSave.EleSav
Same thing here .291 seemed to be much more stable than 295. Will play around post proper bug reports after work.
Seriously FFH did that? I was thinking about long turns earlier and thought some kind of little minigame to play would be nice.
Played a lot of TBS PC games, and one that thing that bugged me about civ4 was the speed at wich the time it took for CPU to process its turns increased. Stepping up to a newer faster PC helped but sadly not as much as it should have. I suspect this was mostly due to the engine and ram limits. Galciv2 while the CPU players were deffinately faster, another annoyance made those turns play out longer than a should have; the lack of an instant, or near instant fast move. With a lot of emphasis on
It's my understanding that after the order is processed you'll be sent a key via email or hopefully they'll have it set up so you'll see it on impulse if you registered with the same email address.
Has there been any news on this? I realise these talks can take many weeks, but I just started building a 12 gig rig and Elemental was a huge motivator in going down that path :D If at a later date 64bit Havok can be aquired for a reasonable price; will you guys jump on that? Or have you considered offering other perks to Intel to lower the price? Send a them few community members. I'm sure atleast one or two Intel execs has some kind of harem that could use fleshin
Agreed, some dev feedback on which way they are leaning would be nice. This has been suggested a lot, and is still the most sensible to me: Automatic dirt trails that eventually become dirt roads. If you want anything fancier; (stone?) just click on a city, and there would be a little road icon with a little flag, pressing this lets you place a target origin and destination for your new shiney stone road. Then some little dudes with a wagon of rock, pick axes and shovels come walking out of t