Yesterday I tried to have any level 5 cities as possible - this is not an issue (beside the current crashes because of memory). But still, as the level is reached fairly fast and easy, it still seems not that my Sov is creating a empire but more a sort of a bunch of small villages which are loosely connected.. I will make some additional thinking about this :-)
Wylaryzel
Another addition to the 'special resource tiles': Would it be an option to be considered that there is a skill or otherwise via a tech tree to define how many such tiles could be harvested? I think if we have to decide if I go for that food surplus tile or for that clay mine, such decisions would add some spice in the game and additionally would limit players a bit more who had luck and got a bit more of those resource tiles near them. BR Wyl
I'm still not convinced that the adjacency rule will not play in the direction of unnessary micromanagment. Even more in the light that tile resources provides an supre source of resources compared to the city buildings. But the idea Agrippa is very nice :-) I don't think that is necessary to additionally blow up the research tree, but if a breakthrough provides 2-3 options like those above and those buildings additionally require that there are other buildings you have to build
It would be great if there would be the possibility to create only language packs for the game without interfearing other content of the game :-) I'm fine with english but I know several colleagues who are not getting into the game if the language is only in english :-/ Sad but true, they are younger gamer and used to get all their games in german :-)
I hadn't played any game were ages put a matter for me, but how would it be if the age in general would not be of any concern? Meaning, you have to wait only till the child is grown up and thats it. On the other site, does a Sov as a kind of more an immortal style ever die having grand-grand-grand-grand-grand-childs?
I was irriteted (how is this damn word spelled correctly? :-) ) as in other forum software it takes you to the last post and not to the last post read :-)
Additionally to kryo's post: is there a wood or a hill in the area you like to build? you can't build on such tiles as well
As far as I remember, the garden technology gives you currently a bonus to garden (+1 or something). You can only build one garden per town anymore
[quote who="Clawdius_Talonious" reply="7" id="2658967"]I don't know, I kind of like the idea that you can buy an army on the promise of conquest. You go out, adventure, discover some of the treasure you need to fund your expedition. Of course, the only time I've had the game immediately slap me into negatives was when I started next to a stack of four adventurers. I ask them to join, and instead of charging me the price they list, they charge me like four times that price which is like 800 gi
[quote who="Annatar11" reply="3" id="2658897"] * Taking wrong decisions in the beginning: Currently the game allows for 'wrong' decisions in the beginning. Without starting a city and at least a small stable economy you can spend all your coins with aquiring champions. I don't know if this is a bug or not, but it happened several times that I had after aquisition a negative balance on my gold share. It takes quit some time adventuring to recover from this. The same goes for ci
[quote who="ddd888" reply="2" id="2658886"] quoting post * Starting areas: I see a big improvement from Beta-2 to Beta-2A related to roaming monsters and resources. Nevertheless, played now several games it gives me a clear indicator that if you don't find any valuable resource next to you - preferable food provider requiring a low tech - it is a clear disadvandage compared to other players. yeah i cant stop saying the same atm
Addition with a mix of Armies / WarResearch: Currently the system gives you the opportunity to design a army similiar to champions / Sov related to equipment. The only difference is that the champs / Sov's can re-equip anytime whereas the army have their equipment as created. I would suggest that the unit designer may goes into a bit of a different way: 1 slot for a weapon, 1 for the gear and one for accessoirs. But in addition to that, having through the research path different kind
Hiho, I have to admit while reading alot in the Forums, I rarely write anything. Nevertheless, as I have been playing around with Elemental since Beta 2 I want to share some of my thoughts as an TBS-Player since Civ I :-) I apologize if some parts are already covered by other topics or mentioned already, put I don't want to miss anything: * Starting as a fresh players: I know it is Beta currently, but I strongly advise that there is some gui
I have to admit, I'm still in the phase to find out if the current style of city development will be fun in the future or not. Still in the trying phase and thinking how to improve - woop Frogboy was faster and already post on the upgrade of beta. I have to tell - as I'm still in the exploration phase of the game mechanics itself, the game plays a lot of fun for me. I think only the beginning without a tutorial means that you have at least to start a few games until you get used to all the di