i like the idea of choice on how to use fame , i also saw a nice idea from the upcoming endless legend title where you can spend a few turns to find a good starting location and you get a buff to everything once you settle your city to make for loss time. faction specific quests to evolve your faction or get your faction powers in the first place. could be tied to fame accumulated to time when you can get it. maybe even have chain event to get multiple powers. maybe addi
kgbbela
a lot of game options at the start when creating maps. some players like me like a challenge and get bored after a few 100 turns once you researched a tech that the AI will not reach for 50 turns or have a spell that the AI will never use etc. at that point the game is won and we start hitting end turn. to prevent that maybe add a game option for dynamic game difficulty that will scale the monsters/wilderness/random monster spawns with the power level of the player. i get that t
lets say during a combat a unit with those special items was killed. will it be possible to loot their items to equip another unit? maybe limit it to technology level or sorcery ability etc?
whenever i research something that will allow me to use somethnig on the map like horses or dragon camps i have to look where they are if they are not already in my controlled area. is there a possiblity to add a search function to find various interesting map locations. civilization 6 has added this search function and it is very functional and adds to the gameplay.
i cleared out all the demons but it wont allow me to settle. there are units of other AI players in the area that i am not at war with. maybe they are preventing me from settling?
A good AI means excellent replayability. A crappy AI means you are dependant on human opponents.
number one is ? HoMM 3 ( still play it with friends once a week or so ) i cannot forget though many great games xcom the original series 1-2 civilization the whole series master of orion 2 alpha centauri
I have to say I would be very disappointed if chance would determine if i could use my reward ( items ). Even if I play a specific class I should still be able to use all ( nearly ) items . How about for those class specific items to be different for all classes. for example a platemail would give 20 defence to defender plus invul to speed iniative effects but only 10 to warrior only invul to slow. This way
[ Usually, when a player can conquer a wilderness, he is already strong, and the reward is worthless. ] For wildlands there may be a part by part rewards. Mini bosses with smaller areas to clear. Big boss still sends out new spawned monsters after the "cleared areas". so player must keep the fight. Rewards like resources ( iron mine , crystal mine , wheat etc ). [ Road-building. Now, this is a shame. Th
Unrest penalties Unrest causes bandits to spawn Spawned Bandit numbers/strength should be linked to the size of the city and should overcome the city defenders if the player does not put in some extra. I totally agree that no XP for heroes with higher level then bandits. <table
I would love to see protecting my claimed area from being entered by the computer ( via diplomacy - auto war for example ) I think we need more tech options , even maybe some choices should have results like not being able to select other techs. upkeep for buildings ( money - space - city type - max number of buildings etc. ) to force selecting what can be build more trade options. I always liked the "civilization" concept that you can only built a unit or building if
I have to agree that for the standart price of 5$ for a DLC I expect at least something that I cannot do on my own with a few free minutes. Right now that would be just some graphics for the new sovereigns which I dont think justifies the price tag. Why not a few scenarios for these characters or add items only usable by specific sovereigns which would make them special. Why not at least a quest for each of them? How about special tech paths for different sovereigns fo