So under 1.09n beta, population is a resource. I get the idea conceptually, I fail to see the point as executed. Presumably, I have X citizens available, able to work on building stuff. If they are building, they can't be drafted. Gotcha. Every building takes a certain number of citizens to create. Gotcha. Why is it that buildings queued up, which aren't being built, tie up citizens?&
Jingseng
re-enter: city spam and teleport exploitation =/
indeed. A lot of complaints people seem to have would be best served by them not using it. No one is forcing you to city spam, no one is forcing you to use organized, etc. etc.
M e s s a g e f r o m P o r c u p i n e (honestly, just write Persephone) So thestories are True Daruusat (Mancer custom sov, Leading Resoln); You lead a race of monsters and now you will be struck down as such. My only available dialogue response was: Safe Travels Porcipine. What? My, apparently evil scumbag sovereign who insults and threatens the people he hires, wishes safe travels on someone who
it's closed while I get the goodie hut
or perhaps donate it to a friend... or if enough such people got together, hold a raffle... all to increase the player base size
It's my guess that this counters the free recruit janusk in turn 2 (or vice versa). It's not quite the same, but close enough I guess. Additionally, it would just be another thing to have to program in, for the AI to find a spouse (and then a suitable spouse, and then WHEN to find a spouse, and when to actually get married [if you note, you often cannot marry immediately, even if you find a npc] )... which is just a lot of bother and hoo hah that is simply solved
it is most likely the case that your enemy ai had enough time to build grouped units - and grouped units are broken as hell (although apparently not as much as pioneers, organized, teleport, or arcane doom *rolls eyes*). Currently, a unit which starts as a group (3, 4, 6, 8, 9, 12 fighters as 1 unit) retains it's entire attack and defensive strength no matter how much damage you do i=to it... so even if it's down to 1 guy out of the original 12, he still hits and defend
actually, i think the description might be misleading. If you click on the individual traders (the tiny guys) after a road is created, you will see that they level up based on the number of trips they have made. THis is apparently a road level. It increases teh bonus gildar and food you get from trading along roads. My guess is that road warrior speeds up THIS process, rather than the actual creation of the road, which is determined by the wagon
shards have been destroyed permanently since before 1.08. I'm guessing from kyro's response that this is not WAI
The funny thing is, Elemental is meant to be sandbox... so why shouldn't a player be allowed to use whatever tactic within the game they wish? Isn't that the whole meaning of sandbox games? My sovereign intends to create an empire/kingdom and restore the land. What, I am mean tto do this with only a handful of cities? An empire is meant to be large, and encompass many towns, villages, cities, camps, etc. But these things (much li
One change I'd like to see as we move forward to 1.1 and A/B is an expanded use for recruited heroes. I don't know about other players, but I typically end up with lots and lots of recruited heroes. I like that there is diversity in them - some are effective only if in a settlement, some are best left on the field, and others it just doesn't matter, although there is a risk to losing them in battle. For those that have good stats and are imb
congratulations on your baby - I know it can't have been easy for you or your family especially, so close to the release of a major title (and given what followed). And yeah... a metacritic score (or even a brady games guide!) would be based off the... pre-release version, no? the 'internal beta' so to speak? and yeah, anything based on that ultra sound is just not going to help (except the gender) =)
personally, after the beginning, i end up with a glut of materials. and i almost never end up using iron. SO i'd rate arcane library and crystal higher... spells later on taking 40 turns to research is rough.
[quote who="James009D" reply="12" id="2779513"]hehe, I've had some weird advisors before. My dog once told me what to do, I laughed... but he was right. Reduced 95%Original 600 x 300 He was my best advisor![/quote] what's that lassie? Timmy fell down a well, died, turned into a lich, and is now amassing a dark army to destroy all life as we know it?
maybe the bear ATE janusk, and he was speaking to you from inside the bear?
[quote who="FadedC" reply="2" id="2776811"]Well it does sound like a whole lot more then usually goes on in the first 25 turns of Civilization (and probably MoM too? It's been awhile). Traditionally a big part of 4x games is hitting next turn while you wait for things to be done.[/quote] You get nowhere comparing games to other games. You need to compare elemental to itself. Where it was and where it is. Hitting next and doing little t
ok, so, no organized. fine. I'll go with merchant profession + wealthy & green thumb. In the first 25 turns: I've explored approximately 3 tiles radius around my initial settlement. 7 in one direction. (this is a really small area to explore) Two AI sovereigns have already found me on a medium map. One AI has given birth to a child. I've managed to recruit Muvueratha. My starting location was fortunate: Libra
At the very beginning of the game, after you found the settlement, you only have gildar. Unless you find a goodie hut that grants materials. However, I've found (persistently since 1.07) that if you: 1) build your first settlement, 2) build a workshop, 3) subsequently find materials, 4) you are unable to build anything which requires materials (such as arcane lab) until you end the turn. This
well, I know you're listening. Again, hitting the main points of my last post. But simply turning off organized is... childish. It's the same as doubling the cost, and does not address the underlying problem. I'm becoming quite disappointed in seeing that the quick fix (and often childish at that) is being employed over actually resolving issues. which reminds me, taking away the ability to re-click destination while in movement.
vote also for option 2, but keeping in mind that as others have pointed out, researching tech (reputation) to hire someone seems a little nonsensical - i can understand something like 'researching myths and legends to discern identities'.... except these people are already out in the open. It would make a bit more sense if this was an ability to relate and flatter, and thus reduce recruitment costs... AND cause them to gravitate towards your area of influence. Aft
Appreciate the hardwork - will be tooling around with it after a function this evening. Some of these changes, however, seem to me to be a simple 'quick change' - let's bend it in the other way and be done with it (without any deep consideration of balance). notably: + Organized talent cost changed from 10 to 20 + Updated TerrainTypes.xml to make Forests and Swamps take 2 moves and to a lesser extent: + Merchants/Mo
https://forums.elementalgame.com/395543
there is an option you can toggle in the main option screen to prevent turns from automatically happening. Edit: click off "Enable auto turn"
[quote who="Brainsucker" reply="2" id="2773800"] that's why AI can only as good as it's creator, as it uses the creator's logic to beat the player. The Dev are supposely good players as they are the one who create the game. [/quote] Well... yes and no. To begin with, I've written a large post on AI fundamentals elsewhere in the forums. But, 1) AI can absolutely surpass it's creator. It's like saying a comp