Argol228

Argol228

Joined Member # 3594792
1 Posts 5 Replies 164 Reputation

That is one thing I will add, it does seem to be stupid that you have to build cities. instead of outposts they should be settlements, settlements would not need to be built on resource tiles, they will use the closest city as their supply, they can have one attachment built on to them which would provide a place of secondary training. example, you build a settlement with a barracks, you can now train militia independently of the main city, but to balance it a bi

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It is the wrong way, and not so simple because then everyone would be forced into researching in one tech tree just so they can get a decent pace of units to rebuild their armies and to expand their territory. As much as you don't like it, aggressive expansion is a play style some people use. It is a strategy game, there are different ways to play. aggressive expansion however has one glaring flaw, weak defense and poor response/reaction time due to distances units hav

49 Replies 44,084 Views

[quote quoting="post"] Hi there! There is one thing I really really really hate.. It's city spam! So I was thinking how about we restrict the amount of cities you can build by tech? at first you can build 1 city but that is all gotta wait until you research a specific tech that allows another. etc etc until you reach a tech that allows unlimited amount of cities thoughts? P.S wrote real fast cause gotta cra

49 Replies 44,084 Views

[quote who="parrottmath" reply="5" id="3259793"]I to have issues with the time scale, but there are major flaws as Chibiabos points out. The day / night cycle I like and the wonder building is not something that can be done in a month. The real problem seems to be that the size of the world vs. time scale. It take 1 year to travel to an outpost 8 tiles away. But if you consider the terrain is rugged (hiking does take some time over uneven terrain in the appropriate direction a

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As far as wonders go, yeh that makes sense, but in a magic heavy fantasy setting, great wonders could possibly be constructed faster due to magical aid and devices that makes the hard labor easier. Unfaltering golems, floatings disks that can be used to swiftly carry heavy objects. levitational magic to lift slabs of stone into the right place. it is plausible great structures could be erected in a matter of weeks.

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I have always thought that in turn based games like this, the time scale is weird and a little insane. The popular measurement is 1 turn equals 1 season/3 months. Some games that time scale can work, but for others like this, it doesn't. I could understand maybe 1 turn=1 month though 1 week would probably be better. It is just crazy that it can take up to a year to travel between an outpost and the capital Am I the only one that has a problem with this? This lead me to

8 Replies 8,761 Views