The problem I keep having is that the early game feels very, very slow to me. Maybe that's just me and my focus on techs. But techs power everything, here, and it's very slow to start going down those trees. So those first however many turns, I feel like I'm sort of flailing around, dropping a few huts and just, well, not really developing or changing at all. It's frustrating. Then, there's a critical mass point at which things come together a
bronzemountain
I think the issue with land is that, with the exception of notable features (iron mines, clay pits, apiaries, etc), land is just empty space that is waiting for a city to grow into it. It has no characteristics, from a mechanical sense, and because of the art direction, it has limited visual characteristics. Civ has more bountiful resources than Elemental, and land itself has tile value - and features add or detract from that tile value. There are buildings that require flat
Roads do upgrade, very very slowly. I've seen some stretches upgrade over the course of an entire game. It's so slow as to be basically worthless. And that was WITH Road Warrior, which I thought was bugged, but I've since been informed that it does actually work. Technically. It's still basically a non-factor in the game.
I'm liking the general tone and direction of the changes, and I'm eager to see them in action! I do have a question regarding INT and WIS and the new magic system, however. It seems to me that switching these to requirements adds, as has been mentioned elsewhere in this thread, an additional and not necessarily helpful obstacle to casting. Essentially, it sounds like you're combining INT and WIS into a 'magic level' stat for casters. But we already hav
Been using this with 1.09 and so far it seems to be working just fine.
I noticed that you swapped in Road Masters for Pariden, but I was under the impression that Road Masters (or Road Warriors or whatever it's called) didn't actually do anything at present. Was I mistaken? And keep up the good work. Not only is this a great mod, but it very clearly points out bugs for the devs to fix (which they're clearly doing). Thanks!
Just a quick noob question: Why do you multiply by -1.25 and -1.75 instead of 1.25 and 1.75? Excellent tutorial, by the way!
[quote who="Kalin" reply="2" id="2786061"]As of right now, both are useless. Road Warrior has its bonus commented out, and Civilized (I think?) doesn't work because there is no cost anymore (there use to be).[/quote] That's what I suspected but I wanted to be sure. Thanks! I wonder why these sorts of errors haven't been mentioned in the change/update plans, or have I just missed them? I understand the urgency of the AI and updating the magic system a
I'm confused on 'Road Master' and, oops, forgot the name but the trait that supposedly makes settlements easier to build. Road Masters claims it makes caravans build roads faster. How does that work? Caravans build roads instantly the moment they arrive, right? And settlements aren't hard or easy to build, they just get plonked down by Pioneers. So do these traits actually do anything? Thanks!
Once you have a non-aggression pact with someone, you can walk through their territory. It's the Elemental equivalent of 'Open Borders'. It took me a little bit to discover that, though.
[quote who="mythlady" reply="98" id="2744950"]Medical packs?? I have yet to see one of those . . .[/quote] For the Kingdom, you unlock these via the 'Superior Equipment' tech (in Military). It'll show up in the 'Equipment' tab for troop design.