I like the idea of Pioneers costing population, but in addition to the outpost problem you should also look at the prestige mechanic imo. You have very limited access to prestige in the early game (and late game too by the way), so Sovs with a) Heroics and b) Life Magic (Souvereign's Call) will have vast advantages (Heroics is very strong already...). To be able to expand much faster just by having Life 1 would be a serious advantage of Kingdoms ove
Rincewind-42
Civics and Wealthy is actually a pretty harsh combo, since you can rush from day 1. And if you you don't have access to inspiration (or don't have a starting position with essence), it will take a lot more than 6 turns to get Civics...
[quote who="Shrap123" reply="6" id="3245063"] I've seen a NPC settle right next to a Strong speder group and several turns later the spider wandered away from it's station and attack one of my cities. Doesn't mkae much sense that if it wanted to attack a city it would not attack one right next to it and instead wander 7 tiles over and attack mine.[/quote] This is my real problem. I have no problems with hard monsters, I try to stay clear and plan the settlements accor
As of 0.983, I had monsters raze my cities again with no possibility of rebuilding. There remains a tile named "city", but with no grain yield... I thought this was supposed to stop some versions ago. Also, road building for Pioneers ist still not avaible sometimes. Edit: well, you never stop learing, road buidling works as intended.
[quote who="mqpiffle" reply="24" id="3243235"] Here's your problem! You decided to take on 34 settlements. Do you really expect them to reliably grow without the proper infrastructure?[/quote] That is just it. The infrastructure ist there! I have a dozen Grocers/Bakeries/Butchers... I have honey from apiaries, fruit from orchards, grain, whatnot. Most of my settlements could support 1k people (200+ food per grain). I have a vast trade network, har
[quote who="CdrRogdan" reply="18" id="3243017"] The problem is part A: Initial food is too low, and part B: Prestige does not scale into the later stages of the game. Prestige that has filled a city does not count against other cities (this will also help city spam) [/quote] I always thought that it is very weird how city growth is handled. When there is enough food in one city, but none in the other, people could just move there, so your suggestion wo
[quote who="ddd888" reply="13" id="3242886"] 34 ? ok now i get whats the difference i never get so much stuff, unless i conquer a big enemy ai [/quote] Well, I conquered 4 of my 7 neighbours [e digicons]O:)[/e] . I could have had even more, but I left out some bad spots...
It might be that you misunderstand each other because you are talking about different phases of the game. In the first turns, growth is great because it lets you reach level 2 pretty fast. But then you usually hit the food barrier, and that actually encourages city spamming, since you don't lose so much growth with every additional city you got. The punishment for having too many cities only kicks in at mid-game. In the mid to late game I never can have en
Yup, Resoln/Pariden now really get the shaft (and Gilden gets a boost). Suddenly it's a penalty (or bonus) of 50% per level when it was just 25% before...
It worked for me, I lost a city to some wandering Air Elemental, and I could rebuild it afterwards.
[quote who="Kongdej" reply="31" id="3235660"] You can run enchants without the crown, the crown basically just gives additional mana Sincerely ~ Kongdej[/quote] And for the same cost of 1 point, you can get a trait that just gives you a whooping 1(!) mana per season. Crown is just so far superior it's not funny anymore...
Also agree with the op, I first thought it was a bug when I found out I couldn't rebuild [e digicons]:blush:[/e] . I mean it is hard enough that you lose all your buildings and population and have to start from scratch, but not even to be able to do that is seriously un-fun
[quote who="Emperorjarin" reply="11" id="3234836"] It should be a sovereign profession that increases shard power, and unlocks traits that give more shard power. I'm thinking of calling it Archmage. As you note, letting all mages contribute such a notable bonus would probably be overpowered, unless it only applied to their own spells. [/quote] Maybe it could replace the +1 mana per season trait, which is horribly underpowered atm compared to wh