Mages are always ripen with age and are rather useless right off the bat unless you are consuming shards and have flame dart or something similar to begin with.
lpisko
agreed - just need to give Carrodus something then.
i also believe that the Hiergamenon does need to show more information (easy fix = helping everyone that never built one of these improvements before)- for example Twilight Bees is in my ZOC, I hover over it and it says its name (build an apiary to use), I go to the Hiergamenon to see more detailed stat info- it says it lowers the unrest of your faction but not by how much. these numbers really need to be in there. I shouldn't have to build it to know exactly what the
imo this could be solved by making borders closed to begin with and having to request open borders from the other person to move through them at all.
I must have been grouping all of these together as I make a new race/sov every game. thanks chaosti!
yes we are in the same army- and I am trying your insane challenge (dual beast lord/arcane monolith/consume= unstoppable). you are right but isn't the familiar created and based on your sov's stats? its not right if my whole faction moves at 3 but the Familiar is at 2. also in addition to this - how do some of the innate stats carry over to your troops like lucky for cave bears but some others like movement not carry over. This needs to be more consistent
i created a mancer blood empire champion with sovereigns bond and after I summoned the familiar my movement of the sovereign and the familiar were reduced to 2 - the spearman unit and the militia are both still at 3.
i agree they need some spice, especially betrayers - this should be free as there is no real benefit anymore. this used to be my favorite option as i ventured out to find my company of heroes.
...there are already several strategic spells that stop, slow down, divide, or damage enemy stacks that are in your territory heading to your cities. yes there are plenty of magic options but you cant tell me that cities of 100/1000/10000/100000 populations cant assist in turning away an invasion or a random monster that's walking around my territory, this should be accounted for in city/te
I guess I just want more options of everything at the start, after you play a lot this lot of items becomes stale quickly and i think all of us can agree that the start of this game is by far the best part of it. i have been waiting since this games original release for more items to be added to this and after almost 3 years i felt i needed to voice an opinion about it. i used the example of the crappy bow because i cant fathom a bow sovereign starting with a crude shortbow 
I would love to settle my game arguments in multiplayer!
Ha! you guys are a tough crowd. I don't want to change the value of any item. I just want a bigger selection of stuff to pick from (that already exists) in the game. there is no way that if I start with a basic shield it would throw off the challenge of the game. currently there are a bunch or OP'd items to choose from. Eerog's Token necklace (sorry for the spelling) is one of the best items in the game and I can pick that one up but I have to hope and prey that I
It should be way harder to attack and approach cities- they do this well in civ 5 giving cities a ranged attack each turn before the siege. During the "battle on the streets" even people throwing chairs / rocks / tables from buildings at invaders would help (the city attacks once per round). then each level higher the city is it should get an upgraded attack. different types of cities also should have differing attacks, the fortress being the best or hardest to conquer. bonuses to these
look I love this game but I think if they want people to keep playing it in different ways then we need to feel there is sooo much we haven't tried or done yet and having an idea at the beginning of playing then realizing I was pigeonholed into the same old thing make me and I think other eventually go in a different direction and eventually when I am bored enough begin playing something else.
all low end weapons / armor would be fine - they tell me to customize my backstory to fit my person and then I have a backstory of a blacksmith that doesn't have the ability to start with any armor, or a hunter that was raised in the desolated lands and has been hunting for his whole life but they best he could come by is a crude shortbow. this doesn't jive with what we are supposed to be able to do. if we are supposed to create then yes I want to be able to be creativ
I appreciate the effort, but I don't think I could handle modding myself. shouldn't this be easy for the Devs to turn on? I mean whats wrong with more variety?
Sorry I did forget the Dragonfly Bracers.
I think there needs to be more choice in the equipment we can pick when creating your sovereign - if I want to spend points on magic, good or even basic armor/weapons/items I should be able to. Sorry to seem moody here because I love your game having played the three iterations for over 300 hours at this point but this really annoys me. Seriously, the only possible piece of armor all of these Channeler's from every possible corner of ~10 different civilizatio
I cant remember losing a game using a custom Altarian Beastmaster.
Beast lord is the easiest trait to cheat with, but I do it all the time and love it. Altar (rush) makes it almost unstoppable. I have a hard time playing with most anything else just because of all the variety of beasts I can get and its one of the only traits that makes me want to keep searching the entire board each game. Then I usually quit and start over as I don't feel like mopping up the other factions unless they are blocking me and then I release the WAAAG!</p
certain magical items should fit everyone- they tend to fit whomever happened upon them in most fantasy lore.
I think they should have more defensive abilities that rival what the Juggernauts can do offensively. A few things off of the top of my head are: 1. innate -50% damage from physical attacks/ 2. +1 defense every time they are attacked/ 3. weapon break= unit absorbs next attack and the unit that attacked them have 50% less attack for remainder of battle/ 4. spell absorption= if a spell is cast on them before their next turn they can absorb the
Realistically you would have to keep trying new attacks and keep guessing at how to hurt this thing before it killed you (trial and error). In this game you only have to read the caption. Life would be so much simpler if everyone just had a caption and I could access their instructions.
I was attacking the Capitar peoples recently and was at the doorstep of their last city; I must have interrupted one of their trade routes because they had a caravan just sitting in/on the only city section I had access to attack (choke point to get to it). Since I cant attack the caravan (immune to attacks) I have no way of decimating this city. this make me feel cheated and needs to change please.
this idea is awesome- mercs should be varying levels and also have varying costs ( gildar cost-crystal cost-metal cost- give/have a certain item-mana cost-certain spell learned already/ bring certain other heroes with you) or any combination to recruit them. I think it would work great,.