I was thinking about this as well.
mqpiffle
LOVING the new tactical combat UI! Also the drake skin is nice even though the model still has 'stuffed animal' looking legs and feet [e digicons];P[/e] . Looks like Spore cankles.
If you think a spell is overpriced, I would suggest you spec your cities to gain more mana than to ask to lower mana costs for spells. There does need to be strategic incentive for casting some of these spells. That being said, I do agree that some of the current higher tier spells are particularly crappy or unbalanced (for their mana cost) in their effects, or should simply be lower level spells.
I'd suggest the devs change the starting location algorithm to something like: Starting locations must have no fewer than three resource locations within three tiles of the sovereign's initial placement. One of the resources must be a shard. Potentially, rivers and forests each count as a resource location. Recruitable monster lairs do not count as initial resource locations.
[quote who="seanw3" reply="2" id="3213975"]I think there is still room to use population, but it needs to be more like +goldperpopulation from citylevelup.[/quote] This is fundamentally what taxes do.
Iambic pentameter is sooo antiquated...
Just play with dense monsters. That slows the AI down a lot.
If the player hits ESC while viewing Choose City Level Up popup but before choosing, the options menu will be accessed as normal. When the player returns to the game (I only tried using ESC again) the popup is gone, seemingly with no way to choose again. I tried this a couple of times to make sure I could reproduce it, and I did.
Maybe it's a boolean function, as in they have intelligence (and act a certain way) or don't (and act another way.)
I don't see a need for this feature.
Excellent suggestions.
Haven't had time to finish a full game, but have not experience any crashes or corrupt saves thus far.
Very nice!
[quote who="CdrRogdan" reply="5" id="3211234"] Don't make it 1 turn, make multiple items completable in a single turn, so big cities with attached resources/spells etc. can compete with many smaller cities.[/quote] I have thought about this, and am not sure it's necessary, and might be a nightmare for the UI. But I would be open to try it if they were to implement it.
[quote who="boredpeon" reply="3" id="3211209"]The min 3 turns is also the cause to the gildar exploit with high production cities. Basically what happens if they can complete it in a turn they get to convert two turns into gildar giving gildar for rushing production.[/quote] I didn't even realize this was happening.
There are so many choices to build in each city (including outpost upgrades, etc) now, that i'm finding high production cities (50/turn +) are being unduly penalized by the 3 turn production cap. This cap may have been necessary in some former version of the game, but as it stands now i see no valuable reason why this archaic and seemingly random rule needs to stand. Starting mid-game, game turns can take a long time (due to exploration, tactical battles, etc) and three turns
I agree. 'When idle' boni should either: be gained when a city becomes level 2, and increase with each level thereafter. Towns should gain gildar (+25%/50%/75%/100%) and growth(+1/2/3/4); fortresses should gain xp for trained units(+1/2/3/4) and reduced unrest(-5%/10%/15%/20%); conclaves should gain research and mana (+25%/50%/75%/100% each). Maybe these bonuses would be enough to be a viable choice for the player? go away. &n
As of now, the only way I have fun playing is to set monsters, resources, and magic to dense. The game, to me, seems much better balanced this way. Oh, and Relias is really good. I think you just don't like him. :-p
[quote]Also, I would like to see a column added for city unrest levels. [/quote] This is very (VERY!!!) important.
You forgot the quest UI. It is utterly abysmal and is definitely the worst part of the game right now.
[quote who="littlejonnyninja" reply="3" id="3209868"]Do you find that the AI sets off the monsters? How do you survive an early ... I don't know... Iron Slag rampaging through your lands?[/quote] Since beta 4 i find that very rarely do i find strong+ monsters near my starting location. The distribution is very good, and having a bunch of weak - medium mobs within say 8 tiles of my starting location on a large map helps with hero leveling and keeps the game interes
All of the above, plus intrinsic initiative modifiers on weapons being removed, are important changes to make pre-release.
Yeah a basic wooden wall should be available for any city.
I'm the exact opposite. I have to set monster density to dense to make it any fun at all. I do think that under no circumstances - except a direct attack towards trespassers - should a monster leave their lair completely undefended.