That would only solve the growth rate part of the exploit. The pioneer bank i use to prevent loss of growth ( from hitting the food cap) would still exist. I think a simpler solution would be to make the pioneer population cost take effect when they are built rather then when they are queued. i prefer the current mechanic for growth, since it reflects reality - surplus food allows increased population (and economic...) growth.
Olikut
[quote who="Tuidjy" reply="6" id="3289481"] Turn 39: Probability sense tingling. Within 3 tiles of the Yithril capital, I see five resources: gold, iron, and crystal deposits, a shard, and a prestigious location. Within 3 tiles of the Krax capital, I see five resources: gold, two clay deposits, a shard and a wild warg pack. Within 3 tiles of the Pariden capital, I see five resources: gold, iron, clay, a shard, and a wild game hunting gam
Uh, I think it is because you are a little too busy in combat to smoke the herb. Pretty sure it is working as intended.
I haven't bothered looking myself, but I imagine you could infer which it is from the chance to hit and damage range you get from the mouse-over popup when it is your mage unit's turn to attack. Look at the chance to hit, and check the enemy's dodge/spell resist vs. your accuracy/spell mastery. I hope it is accuracy, because I'll feel silly having given all my mage units the precision trait :)
In Defense of the Dagger: Daggers can be pretty good if used appropriately. They have some nice attributes: they are weightless, do 6 cutting damage, have +4 init, +4 crit, have counterattack, andcost 1 metal and 4 production. That is less expensive labor wise than any weapon but the basic staff. I used them quite effectively my last game by creating a fast (+2 init, +10 labor), finesse (+3 damage vs. lower init, +6 labor), lithe (+10 dodge, -5 weight cap, +6 labor
Not to mention the only hero with Wraith blood is Kylemol, and he is Hardy as well, lessening the effect of the bloodline trait. Wraith blood won't effect his gameplay until the units come out, which will likely never need happen with the weapons, heroes and reward units he's picking up. The only troops I forsee being moderately useful in this playthrough are mages and archers that he never expects to take damage. I really enjoy your other AARs Tuidjy with all th
How about this for a change to throwing knives (in addition to the aforementioned ideas): Units keep their defense bonus (pass) after using throwing knives. use them to taunt your enemies!
It nullifies the pact if you accept another AI players request to gang up on another AI player.
A quick idea to add character to the elemental spells. Have a theme (or two) for each of the elements, and have the number of shards you control of that type affect the strength of that theme for the spells. Whereas intelligence would just boost/scale the damage and/or resistance penetration. For instance for Fire spells the theme could be damage efficiency: Flame Dart, each shard adds another Dart to the casting, each point of intelligence over 10 adds half a poin
A couple bugs I've noticed in the latest build: 1. In my three games of 1.09n so far, Orchards consistently do not provide any food. They also seem to be pretty plentiful, the damn taunting things. Haven't seen any winter wheat or pumpkin patch yet in 3 games on medium maps. 2. Once my cities reach lvl 5, I just destroy all the houses/apartments. Frees up lots of food and city tiles to build on, with no harmful repercussions. I imagine th
Thanks Eisenhund! Great points I fully agree with. Same to Tormy on the trade stuff. The only thing I would modify is that the prestige mechanic as it currently exists just needs to be re-purposed in the way you mentioned - arable land/surplus food production, trade, special industries, luxuries and security should all contribute to a cities prestige. Having specific buildings that do nothing but provide prestige (which would somehow encourage immigration) d
I haven't been able to reload ANY of my saved games. Elemental always freezes when I click the load button.
Second thing is building slots, I really don't like this mechanics, as its feels totally artificial. I prefer that building would use population as limiting factor. For example if you build school it will use 20 of population to operate and university will use 40. I like this idea. It blends very well with what a few of us have been saying. The extra population (not focusing on providing food) serve as your pool of labor reso
I'm with Psychoak. 100% of his ideas in the OP and follow-ups sounded exactly like what has been going through my head the last couple weeks. This micromanagement of this lifeless population and city feels incredibly robotic. Things that individuals in a society could take care of themselves must be directed by my clicks, but limited by arbitrary non-realistic limits. I would love to see a realistic economic/production model in Elemental. like: population
They are invincible! What I've noticed is that I kill a rock spider drone, but the fight continues, and the dead drone keeps attacking until all my units are dead. But it appears the rock spider drone squad (starts at 4) decreases by 1 after the battle. I'm going to test and see if I can ranged kill them.
yup. I've seen what you mentioned as well.
I agree with your opinion on the roads though Nim. I like how they are created more or less organically, as the caravans go about their trade. I'm not micromanaging lifeless pioneers(settlers) to go 'build railroads' all over the place.
Such trade envoys (dictated by kings/emperors) were not the dominant mode of trade, even in their era. In most cases, their dominant function was to established trade routes by showing their profitability to the merchant/noble class (ex. Columbus, the Ming Dynasty trade ships, etc.). Or in the more sinister cases, tyrant dictated trade occurred because the route is not profitable and the trade is a tribute or subsidy (ex. China sending food by rail into North Korea). But of course it wo
Having a similar problem myself, but I'm a bit further in the tech tree than yourself. I can't seem to find any other cause of the hang either. After I select the new tech and hit 'complete' it hangs. I'm at 27 Civ and 32 War.
I definitely agree with B3), and I like the general feeling of A) and 3). 2) is an interesting way to go about it, but I don't think that I as sovereign should be hassled by plebes begging for houses, so I think building homes shouldn't require any input from the player. They can make their own shelter.
I've noticed this as well, and it seems that the battle dialog doesn't trigger reliably when a battle commences. Sometimes I can even attack without it coming up.
This charge will also drop you to negative gildars. It seems the necessary funds check looks in the same place that the advertised recruitment cost comes from. The same thing works for building cities (after your first). The tooltip reads zero (0) gildars to build the city, the actual cost is (#-1)*100, and the necessary funds check lets you build it, potentially dropping you into the negative.
SHH!! This has made my sovereign so broken powerful so fast! "You, you and you, go escort these noblepersons and give me your loot" [e digicons]:D[/e]
When moving a stack of multiple units, the unit with the least move points determines the distance the stack can travel as a whole (as expected). However, after the movement is complete the leader of the stack, and the units having the least movement have their movement points reduced to zero. Other units in the stack will still have their full movement points remaining (as if they had never moved themselves). It looks like the stack leader's movement points are broken (sh
Whut? No pict0r?