ugh...not again.
mqpiffle
yes. no.
And we still need to know which cities are capital cities...
[quote who="zhukodim" reply="3" id="3232322"]Multiplayer[/quote] ...did I hear something?
[quote who="Tuidjy" reply="6" id="3232430"]I also agree that trained units could get a bit more from leveling... just one point of attack and one point of dodge would go a looong way.[/quote] I just think getting full xp value for kills might do the trick.
Why, oh why? It make me cry.
Higher world difficulty monsters should not give more xp. I also believe one way to alleviate the disparity between champions and trained units would be to give trained units more, if not full, xp per kill. Trained units already get so little from leveling up compared to heroes, why give them so little xp as well?
Can't please everyone I guess.
much to my chagrin i came upon the wildlands known as michigan -anonymous
[quote who="DsRaider" reply="52" id="3231292"]I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.[/quote] If this is the case, then the game really has some horrendous balance issues and
[quote who="DGB246" reply="42" id="3231194"]I also think the minimum build times is the wrong approach - I assume this was done to devalue materials in relation to grain when choosing a city site but surely the solution is to make grain more appealing e.g. greater city level up bonuses for example. This min build time approach really hurts unit training - I often train lightly armed pleb units precisely because they are quick to train - there is now no incentive to do that. Also, w
Good ideas in the path progressions.
[quote who="OrionM42" reply="28" id="3231110"]Anyone else think that city building queues are already too slow ? [/quote] I don't necessarily think production is slow overall, I just think high-production cities are being unnecessarily nerfed into nauseating un-fun-ness.
Yes...the imponderably inconceivable 3 turn production cap which ruins fun for all. Seriously, Derek. Can you explain to us the strategic necessity of having a three turn production cap? Anyway, I'll miss the magic cheese. [e digicons]:d[/e]
[quote who="seanw3" reply="24" id="3231070"] How about we have better starting point requirements so that each starting point has some good to it, but not the same for every player? Force spawning resources, rives, forests seems like a reasonable request. We shouild be able to modify how good starting points are.[/quote] I agree - an I would like to take this idea a step further such that there should be starting point game option at game creation like civ V. Random, balanced, ab
[quote who="GFireflyE" reply="13" id="3231065"]Uselessness of scouts due to the existance of heroes.[/quote] Scouts need to be CHEAP. But, the game-breaking 3 turn minimum build cap would hose this as well.
Not to be a little b!+@# about this, but I would still like to have some visual recognition of which city is the Capital; either in the UI, or a flag on the cityhub, or an indicator by the city name on the HUD or all three. I know this is a very very very minor detail, but now that there are game mechanics involving the capital city, we need to know in a most definite way which one is the capital. And if I lose my capital, does another city become the capital automagically, or do
Great News! Can't Wait!
Nerf the Prone Avoidance!
Ground-up, seasoned, jellied, and tinned pioneer meat is deeeeeeee-liscious! [e digicons]:pizza:[/e]
By standardized, I simply mean each start location should have, as an example, one shard and two other resources (forest and river included) within 3 tiles of the plop location on randomly generated maps . I (personally) could care less about static maps. Of course they can be tweaked however the user wants.
[quote]Due date is currently September 20.[/quote] [e digicons]X([/e]
Starting locations NEED to be somewhat standardized, or at least have the option to be, to be an effective strategy game.
[quote who="sweatyboatman" reply="12" id="3226489"]As I have said in many other threads purporting to "fix" this problem, what you perceive as an issue with Champions being OP is really a problem with the AI. They don't need to dramatically alter the structure of the game, or hamstring and nerf champions. They need the AI to be able to use Champions properly. To compare it to chess, the AI knows how all the pieces work, but doesn't understand how to use the piec
[quote who="Glazunov1" reply="37" id="3227234"]Population also affects city size, and a city that grows gains unique city advantages as well as new buildings.[/quote] But as of now (.952) those 'new buildings' are so mediocre that it is much more worthwhile to have the extra material than any extra food (I would say that 1 material is equal to 2 or more food.) I think if towns also included as level-up options of building production bonuses, that would make them more u