[quote who="Mortenart" reply="52" id="2998434"]I hope that heavy armour and shields will significantly lower Initiative, and require a certain Strength to use - in WoM, there were no penalties for using the best, heaviest armour - so if you had enough gold, all your champions (be they Level 1 or 5) would just get kitted out in the best stuff available - which made no sense at all, and pretty much turned each one into the same, identical-looking tank.[/quote] These have pretty much bee
DsRaider
Are there factors other than taxes that cause workers to become dissidents, like annexing a city, magic or events?
Drugs are very bad for you...
It has been quite awhile since the first beta came out... Any news about 1.39b?
[quote who="Goontrooper" reply="31" id="2997446"]My hopes for this game are growing dangerously high...[/quote] Try and remember: It will be horrible and give you cancer!
I like that the Kingdoms are losing their fairy tale good guy images.
While having culture change borders is somewhat unrealistic it is a viable game mechanic even if it is not used to it's full potential in Elemental. Having to go to war to change borders is unrealistic in any game without a supremely balanced and deep strategic system. If you go to war in 99% of games it lasts until one player is dead, not until borders get changed a few miles to the left. I guess negotiating for borders makes sense if you have enforceable peace treaties
[quote who="larienna" reply="115" id="2996118"]That is an idea I had for the MOM mod. First the number of buildings each city could build was limited. So you could not build everyting. Second, you could only build 1 copies of each building but, each building had various levels. For example in mom you have this chains: LIbrary -> Sage Guild -> University -> Wizard guild[/quote] I like this idea but that's probably way to much total possible research. At one per
Im guessing from Derek's comment on the 10 turn dragon rampage that events can now have durations?
I like the new citizen system with farmers, producers, and rebels; there is a lot of possible depth there. However the thing that bugs me about taxes is it sounds like something a computer could do automatically without any input from players. It seems to be just a production versus gold slider. I hope you could just set it to maximize production and not have to change it a bit every few turns. From the sounds of the economic model your production will be more important then gold most th
@Vandenburg: The mere fact that they have to point out that resources like metal and crystal are still necessary for "special things" is perhaps the strongest argument in my favor, beside they are talking about units not improvements. Civ5 actually has strategic resources as well, in fact it has more and they are rarer because they don't accumulate. Cities will be a lot smaller without unlimited improvements and housing. I'm not saying the new improvement system
It seems to me that Fallen Enchantress is copying Civ5 with it's unique buildings, lack of meaningful global resources, and with build time being the main constraint on buildings. Personally I found that system to be annoying and constraining, but I guess some people really loved it in Civ5.
[quote who="Winnihym" reply="31" id="2994865"]One of the things to manage growth instead of having the decreasing returns with increasing # cities is to let us set growth by setting additional farmers over the minimum number needed to feed your population and armies. In MOM, this excess went to gold, at a rate of 1 food for 1 gold. Here, it could go to increasing growth. Since small cities won't have a lot of excess food (or will kill their production if they do), it's a strategic cho
I agree 100% with larienna about the combined queues and removal of unlimited improvements. A system where you had a maximum total of unlimited improvements per city level could work. For example a level 3 city could only have 2 workshops and 1 library. This would really improve city specialization while keeping cities small. [quote who="Sir_Linque" reply="32" id="2994869"]I agree with the idea of a separate training queue. At least in theory I would like a system most where you had a
[quote who="irrevenant" reply="14" id="2994688"]One of the things I loved about Galactic Civilisations was that it punished you economically (with maintenance costs) for gratuitous militarisation. As a result the game had a lot more layers than just being an arms race...[/quote] It's a matter of degree. Cities in Civ5 basically never stop constructing buildings. They are what produces gold, research, and even local production(so you build faster). This also seems to be how FE will
[quote who="AlLanMandragoran" reply="72" id="2994670"]In short, I think because it introduces relevant player choice. Do I build needed units or focus on improvements? I've been playing MOM the past couple of months and that's exactly how it did it. I like it.[/quote] I think it's because they said the new City UI would show production and having two different production bars would look messy. Also; I'm horrible and give you cancer
I imagine all the money made from selling Impulse doesn't hurt either. [e digicons]:erk:[/e]
Lots of Dev Journals today, which is good because I'm stuck at home popping pain pills after having my wisdom teeth surgically removed. [e digicons]:S[/e] Hmmmm..... I see we are moving to a system that is closer to that of Civ. The new population/unrest system seems like it would work fine. Needs a little more micromanagement then WoM, but that's fine. I definitely like the new city level buildings. They are a large improvement over the WoM multipliers. Howev
Wow the art is amazing. Random events in FE sound exciting!
@RFHolloway: There are dev journals on armies and weapons you should check out @mastroego: There is another expansion after FE planned, and like FE you will have to pay for it unless you bought WoM on release.
Apparently not early enough if your Frogboy2.... lol Seriously how do you find the time to do all the things you do? It's insane.
Awesome, thanks for all the hard work Stardock! [quote]Researching new spells is part of the tech tree.[/quote] Weird... That doesn't seem at first glance to match what the Magic Dev Journal revealed. [quote]One thing Built/Trained at the same time.[/quote] I hated this with a passion in Civ:V! Of course elemental is a different game and far less focused on city development. I will have to see how it goes, but my first thought is that it is a bad idea.
[quote who="Heavenfall" reply="3" id="2992721"]There is ALWAYS a metal shortage in the game, its by design! The AI has never handled it right. It needs to save up and build the good stuff, instead of wasting it all on mediocre units.[/quote] So true. The player can just restart for a better starting position, rip off the AI in trade, or research exploration tech. The AI can't do the first, doesn't do the second, and does the last badly. Usually AI takes to long to research exp
[quote who="bbr91" reply="2" id="2992731"]I think all spellbooks should be researchable at some point.[/quote] Indeed after you get advanced spellbooks you should be able to research the starting books. Makes no sense to limit players like that.
[quote who="harpo99999" reply="2" id="2992692"]The problem is I will load up my game, play for a bit, everything is fine and out of nowhere blam I am on my desktop with no error message. I load it back up, plays for 5-10 crash, rinse, repeat, infinity.[/quote] Weird [quote who="koyettsu" reply="1" id="2992643"]It gets even better, I saw you had the beta 1.39, I figured it can't get any worse why not try it out. Plugged it in, caused all kinds of goofy in game glitches, thu