This sounds like a general unit enchantment interface suggestion in a stack rather than just Imbue.
Andrew Meronek
Not a bad idea. With this concept, there is still the problem of dealing with Kingom vs. Empire buildings and how many of each are actually allowed in a city.
Rant: After seeing the amount of suggestions for improvement given on these forums, it seems like making a civ-like fantasy strategy game is virtually impossible, because everyone wants every single bit of fantasy lore ever imagined implemented into the game. That's ludicrous. Suggestions can be cool, but they should have a bearing on improving the game as it now stands. Let the developers create something that works, not something that has everything including a kit
This would be a major revision of the combat system, and as such, I think that it's not a good idea. Let the developers finish tweaking a tight game with great AI and they can add the Diablo level of quest detail in Elemental II.
[quote who="Nenjin" reply="85" id="2857453"]So every additional research building after the first in a city (each DUPLICATE that is), the cost at least should go up. At least the player is investing more heavily in something to get the benefits out of it, instead of mildly investing and getting the whole farm. Often research is the only thing left to build once the other essentials are covered, in any event. That really needs to change. [/quote] One way to do this is to introduce
This seems like a drastic redesign of the champion system. The latest patch helped with this balance problem somewhat by giving champions more HP as they advance. And equipment advances with champions at the same rate as with soldiers, because the same tech applies to both. Maybe provide some other army-specific talents that champions can have? Also, the way attack and defense is calculated for groups could be tweaked. Instead of a group of 3 soldiers with
Currently, the raise terrain and lower terrain spells do exactly that - immediately. I think that they would be more interesting if they were treated as expensive yet temporary enchantments rather than a single-turn effect. That is, the spells may take 5-10 seasons to actually alter the terrain, during which they constantly eat mana and use up a champion enchantment slot. This gives opposing spellcasters opportunity to counter when these spells are used offensively.
I think that the game could feel a bit more "individualized" with opponents if each AI had more different preferences about what to research in the arcane trees. That is, maybe one AI civ will prefer to research the experience upgrade branch of the Kingdom warfare branch over other warfare branches, whereas another AI civ may prefer equipment upgrades. AIs would then generally not deviate from trying to max out branches before starting others except for strategic decisions like ne
After playing this game for a bit, I agree that the suggestion here has some good potential. Heroes already are fairly powerful without being able to get whatever equipment they want for gold and no resources, especially the channelers. The resource-free method of acquiring items already exists elsewhere in the game as part of finishing quests and sometimes defeating roaming monsters. I think that it would be VERY interesting if the merchant's item store, if, implemented w
I particularly like the idea of scaling the defensive bonuses of various walls and spells inversely to the perimeter length. It makes perfect sense - longer perimeters are harder to defend - and it would be relatively simple to implement in the game. A similar but slightly different application would be to build one-tile sections of wall around the city just like other buildings, and the wall is only "effective" if the wall sections completely enclose the city. Then, city-
Another strategy that could be implemented but is rather hard to do is to city spam around resources until cities reach an arbitrary influence size, then raze all cities whose influence radii are covered by other cities. This can use up early food - which is not bad; it seems like it's a good strategy to try to let as little free food go as is possible, and then raze certain unnecessary buildings to free up food to create new important cities later. Then, razing those "absorb