THats the one thing that I really hope they add, theres at this moment almost no personalization of the land I'm about to conquer. If I want hordes of monsters constantly attacking or if I want a map that only has AI to really worry about there should be a slider to that purpose. Same with resources and shards. Also I wish there was a way to say the type of map it was, will it be many islands or Inland sea surrounded by land etc. Right now 90% of the maps I get by random are cont
Miseurflib
One thing I would add is being able to change map parameters, you can already determine the size and if there are or aren't a few things but it would be nice to be able to set how abundant resources are (From little meaning each one counts to very abundant). Also to be able to change the type of map, each game I've played is always a continent with me usually in the middle of the other AI, I would like to see like a Island map setting that is a mostly all islands to a Plains setting where the
[quote who="syneris" reply="13" id="2745396"] by "scouts" you mean a unit that has the 'scout/explore' backpack equiped (don't recall the exact name)? [/quote] Most units have Auto-explore, I just put one on auto and let it run around (for example an Observer that you get to train very early on)
I've put scouts out on auto-explore, but except for once in a while, the scout tends to die before the bug happens. Have to set them to it before they move and outside a city.
1. Be able to change map parameters 2. more Unique Magic 3. Fix the negative money cheat the AI use What I mean for #1 is be able to have choices, as in is the map an Island map, a map with one large continent, many mountains, mostly a flat plain, deserts, forests etc. Then the choice of little resources to very resource heavy maps etc. Then maybe the rate of spawni
THis is one thing I noticed is the fact no one has said what caravans provide, other than a road. If you click on the little mini caravan that goes back and forth after making a route and go to vitals you will see caravans only provide a food % boost between your own cities. Have yet to check if its different if you have it trade between your own city and an AI's city.
I've had that trouble sometimes too, I noticed that it tends to happen, atleast for me, if I have a unit on auto explore after a while the end turn button will stop working, I'll turn off the auto exploring units and not have the trouble again for the rest of the game. It's like at some point the auto move doesn't know where to go and sits there thinking forever, but if I move the unit manually the turn will end (Tried clicking cities etc no change).
Only about half the time they will say its a target (This case he didn't). I've played many other games after the shortest somewhat comical one, I just put this up as a warning to people who think a city is completely safe in the middle of your lands and not knowing recruitables will go after them too.
Shortest game I ever had, looked for good place to place city, placed it, then sent my leader to get a nearby goodie hut. Janusk who appeared a turn before that I just haven't recruited just yet came up and destroyed my city... Just as a word of warning recruitable adventurers etc. can attack your cities if undefended, did a test and placed an undefended city near a neutral researcher wondering around, 3rd turn she destroyed the city.
That should help clarify things for people on building cities. Good Job[e digicons]:grin:[/e] Only thing that I would add is to make it more clear that although a resource inside the city gains protection from the units in the city and walls, it takes up 4 squares of the max of 50 squares. As in for example: I build a new city near a resource build a few houses that cause me to have 46 tiles, then the resource becomes part of the city the next turn meaning there are only
When resources are near or discovered adjacent to a city then upgraded to provide the resource the object takes up 4 tiles of the 50 tile max of cities. For example, I had a city that had a lot of resources that got put inside the city limits, by the time I was ready to specialize it to have Mints, market etc. I couldn't due to the resources taking up all the tiles. Did a test, put city all alone had 50 tiles of build room, put one adjacent to a fire shard and had 46 tiles of build
I've gone and tried a game where I had a few cities, saved at a point quit, then loaded, new shards appeared (2 earth shards each near a citiy) so I decided to test it, so I basically, saved, quit, loaded a few times, each time new shards appeared. In someways it's annoying but in other ways fun due to when you go back on and load a save theres new areas that you are battling the AI over to get control of the new shards.