[quote who="Dethedrus" reply="5" id="2744557"]At least their not ZOMBIE baby assassins... that'd be just freaky.[/quote] We could fix that, you know.
sagittary
For money buildings, all of them other than the merchant apply a -modifier- to the city's base production. So unless there is something already there making money, they're doing you no good. And many structures have maintenance costs. I would go through your cities, open up the city report and click on the gildar production of each city to see the break down of what in each city is doing what. The same applies to every other resource in the game. For instance,
"We've got another victim, sir, just like the others. Same MO - a baby rattle through the heart." "Looks like our killer..." (puts on sunglasses) "...needs to have his diaper changed." (cue theme music)
The resource may be too far away from the city center. Try building a town hall near that resource.
The modifier applies after the base income so it will affect resources no matter what. Note that town halls and the equivalent for empires can extend your ZOC. Normally, your ZOC is centered on your city core A town hall allows any city tile of that city to project the ZOC, allowing you to nudge closer to a resource without necessarily having to build big or cram resources together.
City optimization; some buildings reduce your gil per turn. Tossing them in every city just because won't help you or your production in any area. That said, did you really need it to win or did you just want lots of gildar?
[quote who="p22" reply="20" id="2743497"] Quoting phazonfreak, reply 11 >>>Quoting Syiss, reply 10 This is possibly one of the worst designed mechanics I've ever seen. This isn't intentional is it? >>> funny, I think it is one of the best designed mechanics I've ever seen regarding city improvement... You are joking? Right? How can something be good mechanic, when resource pop or enclosing some res
1) Randomness? 2) No idea on how many slots, but any given caster can only maintain one instance of any given enchantment. So your sovereign can cast Nature's Bounty on one city. If you had another caster, they could cast their own version of it. 3) No way to increase it. Note that you don't need (and it's usually not all that great anyway) to put every improvement in every city. Building a market doesn't really get you much if you only have a mer
Updated with some fresh information about the Town Hall.
[quote quoting="post"] So I was just looking at my main city and it says I have -28 open tiles to build on yet I can continue building. My second city is half as built up; says 0 tiles, and cannot build anymore buildings. Any ideas? I really think this whole city building limit needs to be better explained...cuz I'm at a loss. I am most definitely not at the 50 buildings limit on city #2 and not within 5 tiles of enemy city, or even my own cities. No mountains,
[quote who="inerz" reply="15" id="2742740"]sometimes i can build two improvements in one city. usually i get negative current gold as a sideeffect. like i can build 2 merchants or 2 basic arcane research buildings or 2 irrigations. and the bonuses actually stack. i wonder if this is a bug or some odd game mechanic? there seems to be no logic to how and why i can sometimes build 2 improvements of the same kind.[/quote] The build wi
Note that administrative costs counts buildings that require upkeep. I think that considering the size and scale of the maps, a little bit of city sprawl isn't bad; but there can be more buildings that require various sorts of maintenance and not just gil.
Or just buy 'em.
That's pretty much how it worked in real life back in the day. :) Then it was all about skirmishers until they ran out of ammo. That said, yes, it could be rebalanced a little bit to make it a little more fair and fun.
Once you have a group/stack, you just need to select it and it will work. If you have selected one of the individuals, you will need to click off and then back on. You don't want any arrows above any portraits.
It's gotta be fetish fuel for someone, I'm sure.
Basically, if you are in the Magic-as-mobile-artillery-and-swiss-army-knife camp, you may be underwhelmed. If you're in the Magic-as-support-and-special-operations camp, you may like the reduced emphasize on overt magic nuking.
I've noticed that enemies get it as well. Maybe it's a measure of contribution? I'll have to play around with this and check.
[quote who="phazonfreak" reply="9" id="2741986"]that's a nice extension to the FAQ thread. I will link to this thread if you don't mind and it definitely needs a sticky.[/quote] Not at all; add away! [quote who="phazonfreak" reply="11" id="2742004"] Quoting Syiss, reply 10This is possibly one of the worst designed mechanics I've ever seen. This isn't intentional is it? funny, I think it is one of the be
[quote who="Nenjin" reply="5" id="2741946"]Thanks for explaining city tiles, that's been bugging me. So in most cases, it's better to work your way toward a resource than try to settle next to it, since you get no real advantage other than it's "protected" within your city. That seems like a very costly advantage to have, since there are far more improvements than tile space, and terrain can further reduce your building options.[/quote] Yeah, depen
Which typo? Chrome isn't showing a squiggly line and I'm not lazy enough to not double check myself. Though of course, I am likely to just be having a brain fart anyway and over looking spelling something completely different. :)
I'll add that in. I had just remembered that myself while playing the game. Though I don't agree that having too many resources is necessarily bad in all cases. It may mean you have to just really really be picky about how to build up your city. Though I guess if it leaves you with just a handful, yeah. :) That also means refugee camps are 'tricky'. If you leave them outside the city, you gain their 100 pop cap bonus at no charge to space or food versus the 4 huts it wo
There seems to be some lack of clarity on how and where you can build improvements and resource nodes. So here's a guide, I guess, to how it all works. Updated for 1.07 To do: Update to use the term resource horde since that's what Stardock uses ------------------------ [ Definitions ] ------------------------ Tile: One unit on the world map. If you have the grid turned on, those are
No draw back other than cost. However, whether or not they're worthwhile to your situation will vary; someone with poor stats may not be suitable for someone trying to take over the world. I believe everyone earns their own XP. It takes two fights to get from level 1 to 2 (and so on) and that seems consistent whether or not I've stacked champs.
5. How can I send a caravan to an ally's capital city when every time I right-click it opens up the diplomacy screen? Have you tried clicking off the city center? Any part within the city walls counts as city. You will also need a non-aggression treaty to move within their turf. 6. Do open tiles increase when a city levels up? The whole open tile thing confuses me cause there appears to be lots of space. Is there a link or discussion thread that explains open tiles in d