[quote quoting="post"] 1.) Get rid of 'tile yield' and bring back population as primary resource. With magical(?) yield number, the game defiles common sense. We are talking about civ-game, so for basic stuff, the game at least to follow real-life example (like.... more people working things create in faster phase... just how easy to understand and implemented?) 2.) Improvements from buildings should be all percentage-based from pop
ryantheskinny
More weapons and armor please, they don't have to be added to the tech tree (even though having maybe a few more unique tech options would be nice i.e.: an Assassin tech that unlocks special light armor and weapons. Having a few branches on a tree is always nice, it gives more flavor to a game like do I wanna go for a assassin type unit quick or go for the Heavy knight with a lance). More unique Race options like: One that gives the race the ability to "tame" some othe
see title, Nations made from the sovereign creation screen do not retain all player assigned colors after quitting and starting the game. There is eight colors you can assign the 1st color is your border color it stays, but the following 6 will revert to a preset scheme the seventh color cannot be assign (the map color). The Customization features are what i am looking forward to the most in this game so I would really like to see this minor bug fixed, thank you. <p
I also have run into this, lol. They need to add packs back into the game to be able to add more specialization, and also be able to make your own settlers
Maybe they should add a tech tree or branch in the civics tree to upgrade them and to increase the build limit
The new pop scaling system makes it very hard to play without spamming cities just for population. I find myself building outposts next to food resources and leveling them up just enough to cover the pop costs of my major cities, which is basically promoting city spam. I don't see stopping someone from spamming small outposts or villages (or the need to) but increasing maintenance cost and making buildings take longer for a lesser developed town to build might help make larg
When I design troops not all the clothing that i get when i make a sovereign are available for that race, not really a big issue but still minorly annoying.
Hmmm first two times I tried to play after loading the patch it CTD when i loaded a custom map in the world setup screen. I tried a third time and no problem... Weird
[quote who="Valentine82" reply="27" id="2748745"]I can't believe all Empires have Death Terrain and all Kingdoms have Grassland Terrain. That doesn't even make sense. Why don't we have some kingdoms with Winter and Desert terrains and the same for empires? Why are empires automatically evil and kingdoms automatically good? I'd like to see some of the existing empires given new terrain sets and personality types, for instance maybe Urxen should have desert terrain and a more t
I'm happy to see you guys are commited to fixing/upgrading this game. So to help, since i didnt see anything addressing this... Something needs to be done about the mounts. Its kinda funny being able to make warg riders as kingdom but not being able to build a kennel to breed them. Plus i kinda would like to use horses as the fallen... I would ask for more mounts but i can jus mod those lol