1) Wages don't show on the unit design screen, or rather they always show as zero. 2) Currently two structures called 'Monument'. One increases city zone of influence, the other gets built on scenic views. 3) There is a graphic glitch which appears sometimes that flickers whenever the map is zoomed or moved, it settles down after a couple of seconds.. It is minor but annoying. See the images below for some static shots of this. Lower le
feelotraveller
My sanity [e digicons]:rofl:[/e]
The below image is what I get when starting a new game. I reported the same bug for version 0.86 https://forums.elementalgame.com/418401 I have tried deleting the files in the C:/Program Data/Stardock/Elemental-FallenEnchantress/Screens folder,
I want Frogboy's secret spellbook - hundreds of spells. [e digicons]:drool:[/e]
I think the ban on same sex marriage got them into trouble...
[quote who="Gammit10" reply="10" id="3129990"]I also don't like that the battles always seem to begin zoomed in to the point where I cannot see all units/groups. I always zoom out about 2-3 clicks so I can see everything simultaneously. It would be nice if the default zoom point provided a view of all units/group.[/quote] This.
Hopefully one which stops all the cpu sovereigns from having multiple paths on turn 2... [e digicons]:ninja:[/e]
I like your sentiments Ensais/OrionM42. Unfortunately it does not stack up with the game mechanics right now. Once you have a brewery each spammed city adds 1 to the population growth per turn. That is an additional 0.1 gildar and production per city per turn. 5 cities after merely 10 turns means that you are 5 gildar and 5 production better off (disregarding improvements, which may favour one city slightly, and materials of new cities which favour many cities hugely
The changes all seem VERY positive. [e digicons]:sun:[/e] I can almost believe in Elemental again, rather than just wanting to. Guess I'm not playing the mega-game today, but it's all for the best really... I hope as much sense is shown with the schedule for the final release.
[quote who="Tasunke" reply="33" id="3127232"]Probably high depth and medium complexity would be, perhaps, my favorite choice [/quote] You must have read my mind. [e digicons]|-)[/e]
Why force people not to 'snake'? If you don't like it, don't do it. The only adjustment needed is in the snake-haters playstyle.
Hopefully they have dealt with the city spam issue in beta 3. I stopped playing beta 2 because of the insta-expansion, whack a mole ai. It was not difficult to beat but boring as (insert expletive here) anything. I don't agree with you on the research pace though - for me, like expansion, it should be a lot slower, then it will mean something...
If the reviewer wasn't blatantly lying about being shown, by Frogboy, a spellbook with "literally hundreds of different spells", when do we get to see this marvel?
"... and the tools to make your own [spells]." Yay! [e digicons]:rofl:[/e]
I hope Stardock have taken/will take Jon's advice about city specialisation: "Let’s say you’re playing a 4X game and want to specialize a city for the production of money. If this can be done equally well in any city then there’s really no special considerations to make – after all, if every city is just as viable you might as well just flip some coins to decide. Which, for the record, isn’t terribly interesting or fun." So cit
Yes, players have been addressing it - the developers of the game, it seems, are not. I like being able to sprawl my cities but I often don't. I will sprawl to get to resources - meaning my larger, higher level, better developed cities encompass more resources. This seems right to me. There are trade-offs, decisions and strategies involved here. It is impossible to get to every resource with a limited number of buildings available. Getting o
Yes. The default option settings are very strange - to put it politely. OT: OMG Kongdej you have transformed from an alien! I like it.
Blizzard is a level 4 water spell. Also worth trying for is level 3 air - storm and thunderstrike.
There is only one problem with city sprawling (aka 'snaking') and that is teleportation. And this is not being addressed. [e digicons]:([/e]
Dynasties and boats are the two features I would like to see returning in the first expansion... There were several problems with the dynasty system - basically you are right Ulkrosian, it was an unpolished game mechanic which did not meld with the rest of the game. The children/grandchildren heroes were not balanced and Stardock never implemented the inheritance feature which they advertised. Personally I think the problem was/is a lack of overall game design. 
City spam is overpowered in 0.86. That said the biggest penalty is going from one city to two cities. Going for a few cities is the worst option at the moment. Going to single tile cities will further promote city spam and penalise the fewer larger cities options.
Here's a screenie that shows the problem sirmathmansir mentions. The next turn I settled on the highlighted square which shows no resources in the picture but was actually a 4/3 if memory serves. The 5 fertile land squares in the middle of the others showing resources all had resources which did not show on the map in this shot, although they did at other times (next turn, and after a reload). I believe this may well be a different issue to the one the OP encount
[quote who="Frogboy" reply="28" id="3120532"]I think a closed borders treaty should be default and your only option is to declare war. Lots of strat games handle it this way. Having to click "leave my terr" every turn does get tiresome and then I declare war on them just to slaughter all of their pioneers... This is how it was in WOM. I didn't like that mechanic, I don't like it in Civ either. I think sneaking across borders should be part of the game but t
Nice work. Keep going. [e digicons];)[/e]
I think the initiatve list is somewhat bugged in general at the moment. Example, casting slow on an enemy (successfully) will often rearrange the order in which my units take their turns with respect to one another. (Hasting a unit often has the same effect but it is not so easy to discern since the order of my units can be expected to change - but not the relative order of those units which are not hasted, and yet they do, at least at times.)