[quote who="seanw3" reply="38" id="2782079"]Has anyone noticed that you can use teleport to get anywhere as long as you send a scout hero first? Just send a hero out until you find some really valuable land and then find the nearest quest that will open up a new goodie hut. After one turn the goodie hut appears as under your influence and then boom. You can port there with a pioneer in your party and take the resource heavy spot. Broken to the letter. [/quote] I&nb
cpl_rk
[quote who="Vallu751" reply="21" id="2782015"]I like the elemental approach a lot. We don't need yet another civ clone. [/quote] What would be intesting would be to add 15 or twenty extremely rare tiles that don't have a game-breaking impact, yet are interesting in other ways, for example: diamond mines/rubies/emeralds/platinum: worth 1.5/2/3/4 times as much as a gold mine tea leaves, fig trees, wall flowers, 4-leaf clovers, prairie flower
[quote who="OsirisDawn" reply="13" id="2781810"]I dont get it. With 1.08 my maps are overflowing with food resources and there is a dev post somewhere stating they increased foodspawn. So ... What? [/quote] I don't know what you define as "overflowing". I always research bounty & build caravans asap, all the extra food goes to spammed cities. I would classify that there is "enough" food if you know how to get it, but "overflowing" goes to
[quote who="surlybob" reply="9" id="2778489"]Teleport should be nurfed further. Even at 15 mana, it is still the best spell in the game by 1000 miles. [/quote] Teleport is much more important on larger maps. I think the cost should be prorated based on world size with large having the least cost, say 9/7/5 for small/medium/large. On large maps you need it more, it shouldn't be priced out of existence as 15 mana/a pop does. It's already limited to "controlled" zones
[quote who="Kalin" reply="11" id="2781790"]I'm starting to think I'm not playing the same game as some of you guys. Food, rare? [/quote] Most people are playing at different levels in this game. When I played my first game I knew nothing about this game nor what to expect, as there is no manual to speak of or tutorial. We shouldn't just assume that every player posting here is at the same "expert" level. Some new players have never heard of city spam. Some new play
Essense has nothing to do with good & evil in this game, it's just a unit/price for casting spells. Different spells have different essence/mana costs, these two are basically interchangeable in this game.
I've noticed problems with the terrain deforming spells raise and lower land. I use these quite a lot and 75% of the time they don't work. When I cast the spell and the mountain disappears, most of the time the game will not let me move my troops into the now-empty space which is the whole reason I cast the spell to begin with. Also, I think things have changed in version 1.08, I cannot cast lower land on mtns in areas under influence of other AI kingdoms. Having a high level spell, s
[quote who="Consort" reply="2" id="2781646"]FORGET BALANCE! It's Highly Overated! I said it elsewhere on this board. Why does the game have to be one size fits all? I have played other games that allow the single player to set the playing variables in the starting options...Please let Elemental players do the same. Allow the players to choose the factors they want in their games with pre-game slide bars: Lots of resources or few, cheap mana s
In my current 1.08 version game I have over 50 cities by turn 220ish, a good number are sized 2 to 3, I havent checked it any are bigger than that, I think my capital might be a 4, I built th mint of Ruvenna & have +68 gold per turn. I agree that food and metal (not material) are hard to find but not impossible. 50 cities with 50 caravans I own 75% of hte map and most shards & crystals. What's more of a factor than what you mention is the nerfing of monsters & lack of early AI mak
[quote quoting="post"]First off, I"m a big fan of Stardock. I"ve tried to play this game over, and over and over again on different levels of difficulty but the same lame BS happens. The enemy is more powerful and takes over my city...WTF. There's NO AI...just SAI. [/quote] You need to build stuff & move pieces.
[quote who="fsovercash" reply="8" id="2780677"]I play almost the entire game with the cloth map. It is the only way to be aware of what is going on in your empire. (Most other games warn you when an enemy is spotted in your territory.) [/quote] Exactly, I've played every game on the cloth map. I think it's much more clear to see what's going on at a glance & with the grid enabled I don't have a problem seeing what terrain is in which square. The graphics m
[quote who="twilow" reply="3" id="2780606"] I hope you enjoy civ V. Im looking forward to it myself. However if you have been seeking to make a purchase decision based upon what you read here. I think you may have a very warped view of te game. [/quote] Good lord man, that bright yellow is actually painful to read !! [e digicons]X|[/e]
I agree that under the layer of problems (which is an extremely thick layer) is an incredibly enjoyable game that has the potential of being one of the greats (if it doesn't get screwed up in the process).
For those of you that say you always win, how many of you always win without cheating? I *never* use cheat codes and I never save & restart battles (i.e. fighting the same battle over & over until getting the result you want) in *any* game I play. Restarting battles is cheating, period. If I lose a battle, I lose. I've lost my sovereign plenty of times; he alway resurrects at the nearest city except in the one game I described in my other post (I think I didnt
[quote who="Heavenfall" reply="26" id="2778934"] It was on a huge map and the funny thing is... I wasn't even fighting the mightiest enemy. Supposedly Umber had four times the might of the enemy I was fighting. It was the most fun I've had in this game yet. I sincerely hope that they continue to improve the AI, as apparently, a game that is actually DIFFICULT is really quite FUN. [/quote] I had almost this exact same experience in my firs
I don't see any problem with the concept of city spamming. It's a strategy that's in every 4x game. The problem isn't the strategy it's the lack of AI countering this strategy. In this particular game, especially, it should be much easier to program the AI to counter this given that a significant part of the game involves "wandering monsters". iow, it should be very difficult for a human player to spam out 12 cities. The game I'm playing now I have over 50 cities by t
It seems to me that roads always cost 1/2 mp, regardless if you enter from a connecting-road square or not. Woods always cost either 2mp or whatever your remaining mps are (if you have .5 mp you can still enter a woods) except in the case of woods-road squares. hills and marsh are equivalent to open ground. Cities are wierd, it seems "free" to exit into the first adjacent square to a city (sprawl), and whatever normal cost beyond that, entering a city costs nothing either, but you need a
The only thing I notice now while walking through the forest is the lack of monster scenery. [e digicons]|-)[/e]
[quote who="cpl_rk" reply="1" id="2780320"]The only element I typically have a hard time finding is metal (not materials), sometimes I go over 100 turns without metal, luckily it's not used as much to build units & things because I haven't had problems with the lack of it. I'n my opinion crystal is more important than shards because you can design units using the magic stuff that require crystal, which significanly increases the strength of squads. Crystal & shards are very ha
The only element I typically have a hard time finding is metal (not materials), sometimes I go over 100 turns without metal, luckily it's not used as much to build units & things because I haven't had problems with the lack of it.
[quote who="GaelicVigil" reply="12" id="2780268"]Before 1.08, the map was completely covered in monsters making it hard to even move. Now, the pendulum has swung to the other side and you can barely find anything. I think they nerfed monster spawns a bit too much. [/quote] I've got my most unbelievable city spammed map ever: Ihave roughly 50 cities and own 75% of the entire Large map on turn 180, most shards and two crystals are under my
[quote who="Gwenio1" reply="69" id="2779208"] Essense will not increase per current info. You will have it or not. And giving units essense via imbue will have an upkeep cost. [/quote] If I have an imbued champion and level up after a battle, how does this effect the global mana pool? If the answer is "there is no effect", then how does the mana pool increase outside of controlling shard locations? If the answer is "there is no
[quote who="Gwenio1" reply="65" id="2779179"] .. a bunch of stuff ... Imbued champions, per the current preposal, reduce mana income. [/quote] Sorry, but I don't understand this (insuficient detail for me), how does this affect an imbued champion raising a level & choosing essence? If mana "income" (which I take is supposed to mean "mana recharge rate") is fixed as N "mana regeneration points" (or "income")
[quote who="Goontrooper" reply="57" id="2779087"]Frogboy, thanks for taking the time to give us some details. Maybe I'm slow / tired / dumb...but does this mean that a magic user on one side of my empire can cast some spells and use up all the mana, and then a 'fresh' magic user on the other side of my empire will be rendered helpless and unable to cast until the global pool regenerates? If so, then I really won't like this system....I like the current system, where a magic u
ooops, accidentaly double posted