Shurdus

Shurdus

Joined Member # 3694362
22 Posts 301 Replies 410 Reputation

Bwahahaha... I like the skull idea. Of course it requires a tech, because skulls tend to be not strong enough for heavy traffic so in order to do it right you must first unlock the secret... It may provide a penalty to movement for enemies because of the fearsome effect these roads provide. I could see that work. :) I will be silent on how to build roads from now on since it is starting to annoy even me - and I did not even read the first 8 pages!

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And what would be interesting as well is if the profession you chose for the sovereign is not related to stats, but rather grant the sovereign a unique ability. For example, a blacksmith sovereign can create weapons that are of superior quality, if and only if the sovereign crafts them himself. therefore you can have access top better weapons, but you need to have the sovereign make them. Maybe that ability by itself is not that cool in partuicular, but the idea of professions grantin

103 Replies 177,136 Views

Wintersong, (quote not working in chrome) You argue that a courtier is better at diplomacy because he is a courtier . I would argue he became a courtier because he had a talent for diplomacy . The bonus in diplomacy is not obtained by becoming a courtier. The diplomatic folk are just more likely to become a courtier. I can see the logic behind your reasoning, I just think it is flawed. Edit: therefore I am arguing that courti

103 Replies 177,136 Views

Some very good suggestions here and there, but I just wanted to point out one issue that strikes me as odd. The professions should not grant any bonus - at least in my opinion - that can also be acquired by selecting a trait for the sovereign. That way it is prevented that traits can stack or that it is very simple to gain some major bonus very very soon. So professions should be handled in a way that differs from traits. So if there is a trait that gives a bonus to diplomacy, there s

103 Replies 177,136 Views

Then again, with roads between cities you may not be able to order a road being built between a town and the border with a neighbor. What if I want that because I plan to invade? I see your point though even though I disagree it will distract from the game. I do not feel like roads are secondary though. In an empire management game roads are vital to the economy. They are not things of secondary importance. Whatever may be of that, would it not be great if there was a system w

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Still not seeing the point against units building roads. As I stated earlier, it is not like your elite units should do it, at least not in times of war or combat. You let the guards who barely have any other function do it. You know, those units that you barely need to keep the peace? Those may as well build roads. Also when amassing an army you invariably have some units that are trained first while waiting for the army to grow in size. They can start building a road. Later when the

287 Replies 654,231 Views

+1 for the jagged alliance personality test. That was awesome and worked like a charm. If the test is not going to be in there - which would be a shame - I would like to see just the generic professions like craftsman and then maybe a few subprofessions, merchant with a few subprofessions, clerc, priest, warrior... You know the drill. Minor changes can influence a game pretty well, since +2 gold per turn does not sound like a lot but over the course of a game it amounts to 1000 gold o

103 Replies 177,136 Views

I see your point. Where my opinion differs from yours is that I find it fun to actually plan where I need roads and how soon I need them. What also is a plus for soldiers building roads is that it forces a player to think about building soldiers. In Civ multiplayer, any player who would play the game like in singleplayer gets beaten pretty bad because the game does not force you to put up at lease some minor defenses. If the soldiers would also build roads, everyone would need soldier

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Peasants do not build roads in real life you know... They could, but they don't. No one asks you to assing your elite units from the front to do road building, but keeping assigning guards in time of peace to build roads seems like not a bad idea to me. You also make it sound like you will have to handwrite down the note which orders the road to be build. In reality all you need to do would be to select a unit, click on the road building icon, select the route and watch them build the

287 Replies 654,231 Views

I do not even know a story where cataclysm comes as sudden and unexpected like the sky coming rumbling down from the heavens would be sudden... Then again I do not know a whole lot of fantasy because fantasy books are all generic - with a few exceptions maybe... In the stories I do know, cataclysm has been plotted for ages too. LotR anyone? Magician from Feist? Those are about the most succesful stories around, and they have the same thing, in the sense that the world decays over time

41 Replies 72,196 Views

You do not have to "train some soldiers esppecially or bring back some units from the front like to build a road"... It is a choice you make. Where do you need your soldiers the most, at the front or building roads? You can decide. You need soldiers elsewhere? Cool, but no roads for you. Need them to battle "unrest|ninjas|marauding dragons"? Cool, but those roads are not going to build themselves. Better think creatively or decide what is more urgent, fighting said factors or

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On the micro issue: you can set waypoints and give the order to build a road from point to point like you could in Civ IV. It was very simple to lay down roads in Civ IV using the alt+r command. I see not why it should be a huge micro issue in elemental. Also the issue of roads being not build for ages is something you take into consideration while planning to found a new settlement. If you know you need soldiers to get from town A to town B and you have non ready to build the roads,

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Simultanious turns might work in elemental, but it needs a sanity check that is bettr than in Civ IV. In Civ there are units called siege units. They can damage an entire stack of enemy units. That mans that whomever moves first in battle - that is, whomever reacts quickest - gets to decimate the enemy stack without the ability of the other player to do anything about it. therefore it might be wise to have the player plan their turn, then when they are done the proposed moves occur. T

187 Replies 424,216 Views

Would the points not be some arbitrary nonsense that is hardly fun at all? I still like the 'army builds road' idea. That way players will need to think about building buildings or building an army, building both would be draining for the economy. Also it means that having a standing army is needed, even when diplomatic relations are excellent and a war is not imminent. This reflects the need for a military even in times of peace. All in all I like the choices this brings over

287 Replies 654,231 Views

Not to rain on anyone's parade or anything, but is it not wiser to suggest some talents and weaknesses that do not consist of multiple effects? This 'merlin' and king arthur' talents that are suggested are really nice, but it seems to me like these should be templates, or sums of talents rather than a single talent. As it is right now it is a whole package, so that if I take it I can hardly take anything else. Would it not be more interesting if we were able to take from the suggestions what

149 Replies 259,393 Views

I see the bug where the sovereign vanishes for a turn too. I never saw the teleportation issue though since I am usually on the receiving end of a war delcaration. :) Anyway, I also had this bug where Preciouspony - or whatever her gay name is :) - declared war on me. I marched in and razed her only city. I had no idea I could destroy a city completely, but it vanished when I captured it. The sovereign was nowhere to be found. I saw her popping up next to my capitol so I teleported ba

6 Replies 1,291 Views

aven X is right insofar that it hurts to que buildings up. If you order 4 houses built you pay for them in one single payment. Obviously for the first house this is good because the building starts at once, but for the other 3 houses you pay money and get no returns for a long, long time. Building one bilding at a time is the way to go, but it is micro-heavy. I would very much prefer it if the money was substraced when the buildings commenced rather than when the building is ordered.<

7 Replies 4,056 Views

I say economy is a big deal right now because there are quite a few buildings that have a more cost-effective counterpart. There is no use building the less efficient building. Also it is very, very easy to dip into the red atm. Then you can no longer do anything like building an army. How are we to test training an army if it is very, very hard to afford one? Take also into account that the AI randomly decided to go to war so your sovereign has to be ready to teleport back fo friendl

12 Replies 2,091 Views

I wonder about this as well. So far no single quest popped up even though I played even some games out to a conquest victory.

5 Replies 1,200 Views

One thing that struck me as odd... That guy with the huge chin - who is one of the canon leaders - has a penaly to the cost of buildings when he is in the city, but a bonus to finishing the buildings when he is present. Bonusses like these make it very hard to actally circumvent them. You can easely boot our sovereign from the city when ordering buildings done, and then move him back the same turn afer costs are substracted form the treasury. One way to prevent abuse like this would b

149 Replies 259,393 Views

So can we suggest topics to be discussed? Can we still post suggestions in the beta forum, or do we have to wait for the devs to post topics that will be up for discussion?

25 Replies 50,771 Views