Maybe a way to solve some of the lack of uniqueness in building could be to decrease the amount of free space in tier 2 and 3 of the cities. This would be a simple and effective way to cause players to make more decisions and customize each city on their own.
seanw3
Well I guess none of this matters since we can get food from wild gardens but has anyone noticed that refugee camps are totally broken? Its been like this for two weeks and no one seems to care. Sure would make my first city easier to populate though.
Where the is the gore-ram Kingdom recruitment resource? Maybe they should get bunnies or something.
Denryu, that is pure genius.
Every time I reload a game the darn civ report on the right side feels the need to show me everything I have ever built.
Ageans are always good too.
Well... One of my strategies against human players will be to ahve most of my forces hidden at X and then teleport them with a magic user to defend any allied territory. It takes little mana and you can still move after the teleport. Negates the need for roads and for defending every town at once. I wouldn't consider this an exploit of the game, but a valid magical strategy.
Assuming that the sovereign's ability to fight will be based on magic, there needs to be an option to transmutate into ghastly creatures as well as summon them. We can currently summon a troll or other beast, but I would ask for a whole spell tree devoted to using magic to make my Sov something beastly . There is even much space here for the Empire's Magic. Imagine a Sov that decided to take "fallen" to a whole new level. He would mayb
Not even there and isn't really mapped out as far as how Master Quest will work.*
The obvious solution to the shard and book problem is that we get a potential number of slots and then research the ones that we happen to find in the game. At the Sov creation screen we should spend points on how many elemental books we want to be able to research. Then we get into the game and scout out the shards we plan on taking. Then we research those books which will fill the slots. What do you guys think about giving a bonus to a Sov that has all four element slots at the begi
Maybe even have powerful spells have one of those little drawn scenes like when you get married. I personally overshat myself when I got married in the 2b and saw that drawing come to life! This is what will make Elemental fun for years to come. I still like watching the cut scenes from gal civ2 just casue they are awesome. Fireball or bolt: Massive fire flying out of the sovereign's hands Change land spells: Wastes becoming gardens and animals returning Telepo
Ya, try getting the spell mastery tech and then you get one or two range to spells and can cast them accordingly.
One of the core problems with the current quests is the lack of epicness in the latter stages. Quests need to have neutral, evil, and good options as they increase in difficulty. Doing these quests should also give prestige to simulate heroes hearing of your kingdom's epic battles and choosing to see what all the fuss is about. Also, why not have some quests that open up new quests in random locations near the end of the quest techs? Ex: Defeating a Terrible Demon the wrong wa
The Sovereigns probably just do what God did to Mary. [e digicons]:ninja:[/e]
The current skill curve with questing seems a little too easy. I only got Jeoffrey and his group and was able to pwn nearly every dungeon I came across. I had them all right away because I used that research spell to negate the need for research after I realized they were getting too easy to be fun. I do like the updates to the quest system, but I think it should be harder to win some and I should definitely be able to take a peak at my enemy before I send in my units that I want to l
Am I crazy or does it require the spell mastery tech before any fireball or strategic attack spells will target adjacent squares? I would think that in a magical sense, a mile versus a foot is not that much of a difference. 100 miles maybe... [e digicons]:pizza:[/e]
All my dreams are belong to you.
I still think that resources need to determine city size. In the current build it is way too easy for me to have a constant surplus of food by getting only two food resources. The solution here is to make going for food and therefore city size, a conflict with other strategies. It doesn't make sense to use a predetermined size determined by essence usage as we will see regrets later on when new enemies are found and the only counter is a population boost. Going after food should mean
[quote who="MagicwillNZ" reply="12" id="2652575"]I would li ke my kids to have a little more variety. Maybe the option to school them to become merchants or scholars? In any case, I have a hard time justifying risking them in battle with their 5-7 hitpoints. [/quote] Hahahahahahahahahahahahahahahaha! I really needed a laugh today. [e digicons]:')[/e]
I will test refugee camps tomorrow to see if this works.
You enjoy this part don't you Frogboy? Witholding game data is one way to get your kicks I guess. [e digicons]:rolleyes:[/e] But don't be suprised when I mod frogs into the game as a food source! [e digicons]:frogboy:[/e] +[e digicons]:pizza:[/e] = +10 Food -2 Prestige.
You guys will someday be seen as a primitive species as well. How do you want to be talked about?
You guys are missing the nature of balance in Elemental. Rushing to the advanced civic, administration means not getting any magic, adventure, diplomacy, or warfare four about five to seven techs. It works in this build , but in the final version there will probably be so many other choices that this strategy only works for a merchant player . We will all want it in the mid game, but few will really need it if the are adventuring and getting money
You have earned my gratitude a thousand times over.
That sucks. [e digicons]:waaaa:[/e]