An exploit in unit upgrade costs allows one to save a lot of resources. Create units always in the smallest possible size, then upgrade to larger size instead of building directly the larger sized unit. The upgrade costs always 30gp per unit size step, so for some amount of gold you can save up to half of the unit's real material cost. I think the unit size upgrade should cost 30gp + full material cost for the unit's equipment.
Drusus
LHDAllaxul's post has one really important point - no 2. So, could we get a spellbook which opens on the same page it was last closed? It gets old pretty fast to scroll to the same spell again and again. (Alternate: have last spell available as a bookmark icon or something like that).
Better visualization of movement. First, give a visual clue of the path the unit is going to take (hover mouse for 0,2 secs and the path appears or something like that). Second, the unit icons in the left hand UI should show if they have a destination, and if so, then some indication of how long till the destination is reached. Playing on Intel graphics and the sides of the map seem to ignore mouse clicks when trying to move or select items in the map. Only the
How about making good city locations guarded? Better locations heavily (lord of fire level to dragon level), 320 style locations only lightly guarded. Or, make sure your unguarded cities get attacked, maybe with some kind of warning beforehand. If you spam cities you can't defend them all and you will get attacked. My problem with the current system is that unguarded cities are mostly left alone, but they randomly get attacked by monsters you can't deal with. If you kn
In my opinion the AIs should try to ally against the strongest player, not go for somebody who is somewhat weaker but not a walkover. Why? If you are wasting your power fighting somebody who isn't a real threat to you, then you are going to fall back even more from the most powerful opponent. Of course, if you know you can just take the cities of the weakling without much cost then it is beneficial action. But this isn't usually the case. So, instead try to ally with t
Out of interest: is the available AI CPU time determined dynamically or is it static? That is, if I am playing on a slower computer is the AI weaker?
I would like to see the ability to "tap" or completely use shards. Some spells might need a shard as maintenance - the shard is removed from your pool (it doesn't affect spells), but you still get mana for it. Example: Firey Blade of Might - taps three fire shards, costs 3 mana in maintenance, gives target champion a powerful fire blade (say, 15 + 10 fire damage attack, 50% fire resistance). Another example: Prismatic Shield: gives target unit a reflect 50% damage ability