This post makes me fully buy-in to Stardock. I know it's weird to actually approve of something in a forum post, but this makes me confident that the dev team are listening closely to the feedback from the fans/customers, and acting on it.
cygnetsong
Better idle units notification (a la civ 5?)
Why all the venom for a free mod? An impressive amount of work went into it, austensibly in someone's spare time, and gave a fresh coat of paint to a good game, complete with lots of lore. Yet some of you act like you are personally insulted by its very existence. I mean, seriously. He didn't commission a graphic artist and instead scavenged artwork? How audacious! He used the underlying Civ 4 engine? The nerve! It's not a standalone? How dare
ah, I see. Yeah, if they implement it, I think it would replace the guaranteed resources near your starting location, rather than adding to it.
+1food, +1gold huge? Or something else I'm missing that's a "huge bonus"?
[quote who="Gwenio1" reply="3" id="2782928"] Quoting Robert Hentschke, reply 2Defensive actions such as...? It is possible to create weapons that grant defensive abilities (The can be set to grant a spell as a special ability, then just give it 0 mane cost), they just have not done so yet.[/quote] Shield wall to harden a unit against ranged attacks? More defensive terrain to hide behind (including city defensive features)? brace for charge when equipped with
I still don't really understand how line of sight affects barbarian spawn rate... but I think it does. So at least there's that.
[quote who="Frogboy" reply="5" id="2782951"] For example, in my modded version (for my own play) I created a Throne Room improvement that can only be built once but provides 1 food and 1 gold. [/quote] Hope this makes it into the vanilla. It's the best solution to ensuring that you can get your civ off the ground. Then, the initial production buildings can have a real cost/upkeep to elim. one incentive to spam cities.
I agree with Terraziel. If the Capital city founded by your sovereign comes with a building that produces one of each resources, you wouldn't have to seed resources at the starting location. It would solve another problem as well: seems that the zero upkeep and fixed production of the initial buildings (market/study/lab) were to guarantee you could get your civ off the ground. With the updates, now they each have a small upkeep to try to address the city spam,
I agree! Never have I read such an insightful and eloquent post! The OP must be a genius. And probably good-looking, too.
Civ-specific Goodie Huts https://forums.elementalgame.com/397345
As it stands now, Adventure techs' values depreciate if other civs research them first. By that, I mean that goodie huts are first-come-first-served, and if another civ explores them all first, you get nothing. I don't like this. I would like to see goody huts and heroes be made civ-specific (invisible and/or un-explorable by other civs). Here's why: 1. Fun: Everybody loves a goody hut. I hate when they get explored b
At least be able to delete it.
Although it doesn't bother me nearly as much, it is clearly messed up. How many peasants with staves do I need? Answer: zero-one, not 5.
Brax the Dwarf FTW!
[quote who="Sammual" reply="7" id="2765286"]The current city system is broken badly. The optimal city setup is one max size city with at least one food source and a starting size city adjecent to every resouce you find. Don't build any housing in any city but the one you are going to max out. Send a caravan from every city to this master city. Once your master city is max size destroy all housing and pick another city to max out, rinse and repeat.
[quote who="Civfreak" reply="5" id="2763710"]The basic mechanic to prevent city-spamming is in the game already, namely limited food. It is just not implemented right at the moment, as food is way to easy to come by. But if food was more scarce, you would have to choose which settlement you want to grow into a city, and which will stay an outpost.I agree with this but currently Outposts give ya that 1 Material/Gold/Research/Arcane Knowledge buildings that can be potentially the same a lvl 5 C
[quote]h, based off the shard you get, if any, you start in that school. Basically it's a tech that opens up because you now have access to a that shard. Then, you go about researching spells as normal. To get to higher level spells, one needs to invest in Wisdom for the understanding and usage of magic. Personally, I think they should also change Intelligence to Channeling. The stat isn't so much a measure of computing power, so to speak, but your ability to handle power levels and mana
I agree. Part of the larger problem of "no tradeoff's" for any decision in the game (spells, buildings, cities, etc.). I think it will get improved one way or another.
I heard that you can hit "x" to destroy a city. Also, I heard that there is a technology that you can research that lets you choose to raze a city when you conquer it. I can't confirm that, though.
should appear at the top center of the screen, although I have seen some rendering errors there.
Shh! Let them work [e digicons]:X[/e] . I think I might send them a case of Mt. Dew and a bull whip.
I also like the idea of some xp every turn. How else am I going to level up my farmer hero? Or for that matter, all those stationed troops defending the city?
Yes, With a city selected, there are tabs along the left side of the info panel (at the bottom of the screen). One should be "buildings" and another "troops" or something similar. You can see what's in the queue and click on the "x" over ones you want to cancel. Edit: I'm the FOURTH response? Dang.
[quote quoting="post"] Literally you can f*** your way to victory. Am I the only one who sees that there is something wrong in this concept? [/quote] Yes. Yes, you are. [e digicons]}:)[/e]