Would be great if hero traits are modable
OliverFA_306
I mean... If you are going to develop your hero into a "battle juggernaut", you don't want him to just make a lot of damage or to endure a lot of damage. You want both. So I see those tow branches two branches of the same path. The skills from the defender that help protecting your army would make more sense in the Commander path, as that the kind of things generals and leaders do.
What about fame affecting growth? Oh wait, we have already been there ^_^ No, but seriously. Shouldn't fame give a small bonus to growth?
Definitely, adjacent friends should counter-swarm. And perhaps the "reduce swarm" (maybe "inmune to swarm" is too much) could be an ability for the path of the defender.
Ah... I see. If a buff building takes 29 turns you prefer to spend a few turns building it, theN building a small building unit and then continue building other big building a bit more. It makes a lot of sense. Thanks for the clarification. Well, I have to say that you made a good point, but one that has not been addressed in any 4X game (at least that I know) to date. Yes, you can micromanage this behaviour, but having the game doing it for you would be better. The problem is that the queue
What about using the level milestone tags? I mean the "L1" "L2" etc. Maybe if you change the monster name inside the L10 tag it could work.
Assimilation would be an ability that speeded up unrest reduction for conquered cities. It could be a sovereign / faction trait, or a Governor ability.
[quote who="Azunai_" reply="6" id="3335539"] realistically, a 4x game is about "snowballing" - the more stuff you have the quicker and easier it gets to grab even more stuff. so a decent 4x game needs some mechanics to slow down powers that are in the process of steamrolling the opposition. i always found the temporary unrest of conquered cities a good mechanic. it slows down the aggressor (at least a bit) and it presents you a choice - keep the city and accept that it will suck for the
Sorry, but I don't understand the advantadge of constructing two or more buildings at the same time. Each building provides one or more advantages, and the sooner the building is finished the sooner you will be able to start enjoying those advantages. Then, why delay this time in purpose?
I am sorry to disagree, but the "Next level needs xx" text is very useful because it gives you an idea of how many turns you have to wait until the next level up. Maybe something like this? Population 273 Next level at 400 (Capped at 320 due to food reserves) Needs 127 to reach (47 food left)
I support this suggestion, and unless I am mistaken this should not be difficult to implement.
[quote who="Wizard1200" reply="42" id="3335296"] Quoting OliverFA_306, reply 41Specially for warrior type heroes. It seems logical for generals and wizards to do only 30 damag in melee combat even if they are high level, but a high level hero that can't fight against six trained units is no hero at all. I guess the only solution would be to give hammers, mauls, ... the overpower ability, because if you increase the damage of heroes they would be too strong against ot
[quote who="Urist_McDorf" reply="40" id="3335249"] Not only is leveling boring, the heroes are quite underpowered compared to units that are in use by the time they reach a certain level. They're very squishy (and a hero dying means a permanent injury, thereas a unit can just be replaced by one of the same type), and where one hero can use one axe to slash for, say, 30 damage thanks to his high attack, the units can use six to slash for 120. Quality over quantity just doesn't wo
[quote who="sweatyboatman" reply="17" id="3334760"] Quoting OliverFA_306, reply 15 Then their threat level should be raised. And the dark wizard, and darkling shamans, and the rock spiders, and every monster in the game should have its threat level raised to "It Can Kill You". Wolves are only slightly more dangerous than darklings and bear cubs. Those are pretty much the weakest units in the game, except for the units the players start with.
[quote who="sweatyboatman" reply="14" id="3334740"] Here's the tactic: if you see wolves in the early game, run away. Because wolves will swarm and devour your starting army. Monsters only move 1-square per turn, so you should have no trouble avoiding them until you are ready to face them. Use your main city to produce a couple more units while you explore and start quests with your sov. Once you have 4 units in your army you should have no trouble
[quote who="NorsemanViking" reply="52" id="3334680"] It was in due time when they finally implemented ressource upgrades to the city build queue as well.[/quote] I didn't know they did that. IMO that was a really good choice.
[quote who="Trojasmic" reply="57" id="3334701"] Quoting Vallu751, reply 53 I would like to use them, but the amount of city construction time has just never been worth it. Too high cost for the benefits. This. The city production queue is too precious to be used on the current outpost upgrades. [/quote] It seems pretty clear that there are at least two opinions about this. Some people consider city build queue too precious to use it on outpost upgrad
Or... if you are given 4 choices instead of being able to choose every abailable skill, then randomness comes back, but this time you can see the cute tech tree and have some control among random
The real issue here is your units dying before they can even act. That is no fun at all.
Personally, I am in favour of allowing champions and sovereigns to die in exchange for making them a bit stronger. I think it's a fair tradeoff. They can "resurrect" if they are "killed" and the army still wins, but if all the army is defeated, heroes should die, as well as sovereigns. If a sovereign die, make the higher level champion the new sovereign. If there are no more heroes available then spawn a L1 champion/sovereign in your capital.
I support that pop-up request ;)
IMHO it's good to have a great number of abilities to pick. Levelling up is fun, is a "wow!" moment and so having many of those moments is great, and for not ending picking all the abilities we need to have plenty of them. Of course if you can include more entertaining abilities than just "+1/+2/+3 attack" to spice things up then it will be even better. I am sure there are plenty of good ideas among the forum posters and also in similar games. Also, many posters have said
I prefer small incremental upgrades because it's more entertaining. Usually levelling up is a "wow!" moment. If the abilities effect are small, then we can have more level ups. Also, there are several threads saying that heroes are weaker compared to trained units. If heroes level up more often that would keep them balanced with trained units.
I use them a lot. But perhaps it's because I like to play with Procipinee. In fact I do exactly the same as Draxim said: [quote who="Darxim" reply="34" id="3334498"] I use most of the upgrades. Outposts can be strategically placed for high benefit. Superhighway - Place them between cities and build High Tower and Stables. You will get your units to where you need them the most much faster, thereby allowing you to respond with more force to