I think it must be skill issues. I have a really good source of money from getting spears in the hands of my heroes and looking for rat killing quests which give me 400+ gildar. Also getting some free level ups from killing spell heroes and farmers is an easy way to build a fighting force. Just split up and go for all the gooies on the map. With a little micromanagement you can bring all those items back to your city and sell them for some quick gildar. That is usually enough money to tech up
seanw3
It is a matter of opportunity. If you spend too much time going for say beekeeping and schools, you can't build a good war machine. The key is moderation. Unless you are lucky enough to get the four man adventurer party. In that case you don't need any warfare tech.
I think you are desperately trying to hold on to your youth by amorizing a young female on a poorly though out childrens show. Move on. [e digicons]:jafo:[/e]
Are there any non-cynics that would like to post here?
I accidentally saved over it. I will get the crash data later when I try to recreate it. I know, worthless post without it.
I agree.
I play Elemental like I play Gal Civ 2, slow. Epic seems to need a tuning and tweaking. It takes very little time to reach a five turn breakthrough pace and get to the end game. Part of the problem is that I have so many research buildings that I can build in every city, with no opportunity cost making me limit the number of schools or abbeys. Once I have schools in four cities I don't even need to think about a teching strategy. <span style="fo
Silly gamer. These are affects of the current build. You will get your iron when you finish your vegetables.
So your solution is that my merchant is now a wizard?
Maybe there could be ancilary improvements made to utilize the surounding forests. We should benefit from having more trees to cut, but not as soon as we build one lumber mill. I think logging parties are a good description of what would happen. It could be researched and refined as any other civ tech.
From what I have been able to gather from the beta, Inns are perfectly acceptable. I find it strange to see someone say, "That Inn is totally stupid." It would make much more sense to be suprised that the Inn is there and go inside for a pint, accepting it because it is there and useful. Why sit outside and criticize it while everyone else is enjoying it and the beer s
I think respawning clutter is eventually going to be added. We are getting ultra vanilla for Beta.
I like the idea of merchants working in an army. I think it could be interesting to create a party system that functions like a game of good old D&D. A merchant in your party reduces costs to maintain the army. A researcher should be able to gleam technology from your enemies when the battle is said and done. Leveling these characters should allow for interesting party abilities that change a player's strategy. Obviously the more powerful a wizard is, the more interesting his abilities ar
I am with the warmonger on this one. Small cities should be ideal for resources and big one should be suited towards research or economy. It would also be nice if certain empires, like Guildar were focused on mining and accordingly want to focus a level 5 city on mining improvements as a special circumstance or ability. This should take the form of level 5 mining upgrades at the end of a refinement tech tree. <p
I could be wrong but as my understanding of the unit stats goes, individual elite soldiers get more HP than entire companies and have an equal ability to win in a group of the same economic cost. I only ever build companies now to avoid the interface for units where you have to click on every individual unit. It seems that for 1000 gildars and 350 hammers I should get a powerhouse of health and attack. Is this just a machination of the limited build we are using? Will this mak
I think it would make sense to allow a boat caravan to connect through harbors. As we all know, it is a better means of trade and will really add some interesting strategy to the great big blue thing. The current land use seems to allow enemy caravans to go right through my units. They should be stopped and forced to turn back until I move.
When sending boats along the northwest waters, I get a crash everytime I try to go too far north.
I have noticed that caravans cause my game to crash when I try to go from every city I have in the north to one city just south of "The Great Mountain Pass," as I call it, in the southwest. It seems to be every city beyond that pass.
I like the idea of having quests give us the option of marrying a damsel in distress. Certainly adding this type of depth to the quest system would add to the immersive factor of doing quests. As things are now I only need my sovereign and some spearmen to dominate everything on the map. Heros are never worth the cost, and loss of the opportunity to v
Some reappear and some don't. I can't find a definite pattern other than that someone said not all the graphics for high toer buildings are in.
I have noticed that Soldiers have such little health that it doesn't make sense to give them any armor to protect them. A group of standard plate is about as useful as a group of leather plate as far as survivability goes. Maybe if we give them more health, defense will be more useful. This would probably mean giving all units more health initially and have technology boost health more significantly. Food for thought [e digicons];)[/e]
Have you never seen two Inns next to each other in real life? The distance between two tiles is quite long.
I have a problem with the agility bonus tech in the warfare tree past the first level. When I chose something else the crashes stopped.
Also, most of the buildings that should have this writing is blank. If is there, it will be wonky as described above. And for that matter, many text bubbles in the quest part cut off the last part of the paragraph.
This is also my problem and I have the same card. I don't know if it is the card, but it is interesting you should bring that up.