Running pretty well so far, noticed a few bugs that have to do with saving/reloading but nothing serious until this- Cesara (sp), the turn after meeting me, DOWs. She moves 2 armies to a single tile adjacent to my little-defended capital. During my turn, I cast Pillar of Fire on the tile, then her main force attacks and is defeated by my garrison + champion. Her sovereign retreats, then I get a message saying my city is under attack (from the second stack) but battle does not
Sunlandic
I agree with Seanw3, though it would be awesome if the AI could gauge if it could blitzkrieg your economy. If they can get a big army to a major town faster than you can conscript a force, then they should take advantage of that. Of course, that would be hard as hell to program. I believe in you Brad!
[quote who="Kalin" reply="3" id="3166756"]It's actually 1 exp per season with adventurer's guild, the description lies. You can use the adventurer guild to get the first couple of levels fairly easily. It's afterwards that it slows to a crawl. [/quote] Good to know, it seemed so miniscule that I hadn't bothered building it. [quote who="Kalin" reply="8" id="3166811"]Put it this way, what's to prevent someone from hiring heroes, turn them into PotG (note that
The adjacent armies thing is actually from Age of Wonders, not HoMM. :P I don't think it would really help the problem at all though. Personally I think ZoC (the first solution) is the most elegant and intuitive.
Agreed Ebbesen. I don't know why passive XP growth is so limited in this game; .25 a turn WITH a national wonder? I would increase XP values across the board (to add granularity) and have global passive growth, which could be increased by a normal building and further increased with the Adventurer's Guild.
I make do with the squares but the lack of movement and building reminders are key examples of things that make Civ more playable than Elemental.