If you press 'Esc' instead of clicking the popup, it goes away and you can continue to the game.
NoxAscensa
As the system works now, more cities are always superior from a game mechanics perspective. True, the prestige (growth per turn) pool is split into more parts as soon as you found a new city, but wait some turns till the city becomes lvl2 so you can build an inn (+growth building) and you already get more growth out of the equation as a net sum. Besides, you can enchant cities heavily, multiplying their benefit. You have extra build queues, aiding to overcome the artificial 3-tu
Oh yes! If 64-bit means larger maps with more stuff on, and the AI able to make better decisions, I'd be all up for it.
My support for the OP's proposals as well. Very well presented! Taking cities should be a big endeavor, more so in the case of the capital. The wall and wall-breaker concept sounds efficient, simple, intuitive and would add another layer to gameplay of city conquest. Perhaps the capital (possibly pre-built in a 4/4 location at the start of each game) would start with a maxed-out wall already in place, and later settlements could build and expand walls as desired.
Sounds like an idea that is worth dwelling on. Granting a 4/4 city to all players at the beginning sounds in the right direction. Making this prime piece of fertile, productive urban land a tough nut to crack is also desirable. I'm not sure the eternal guardian is the perfect solution - I'd lean more towards the ideas of this sister thread - but the issue is totally to the point.
This issue is due to lacking information on the part of the UI. Just open up the city details screen, and on the third column hover over food - it will tell you how much food your city produces in total, how much food is taken up by current population and what's left for expansion. When out of food, you can research civics technologies that provide extra food per grain, build some buildings to the same effect, capture via outposts any food-producing terrain bonus (sends the
I'm not sure I agree with the problem - what's wrong with having some spells super-boosted, after having gone to all the trouble of clearing and securing a shard, sending the pioneer all the way over and then waiting for a long construction period, making sure to guard it if there is any lair nearby? Shards are a core element of the game, in a sense they are your measure of progress more than any other metric. Indeed, unbalanced spells are great fun - remember that the t
I agree on most of the problem points identified above. One of the issues I'd like to expand a bit on is the difficulty in adapting to your conditions: the mix of shards you get each game is highly variable, but the way spell lines are acquired means you'll often be out of sync with your resources. The random nature of level-ups further complicates the matter, you may wait for your desired upgrade for several levels before it finally appears. Especially now that levelling speed has be
Perhaps the critical hit mechanic needs some rethinking? Several of my champions regularly critted for more than 1K, reaching up to 3.4K at times (with grow and giant form), starting from a base attack value of 25-30. Note that I did not have any real end-game weapons apart from the Assassin Blade, and it was quite a frequent occurence seeing absurd numbers during a large part of the late game. Is it intentional that you have a non-marginal chance of killing any enemy in one hit? Note
No for me as well. The amount of time necessary to complete an MP game goes into the tens of hours, with very intermittent bursts of activity. I did dabble a bit into multiplayer in Civ 4 BtS (both vanilla and FfH) - it was an interesting curiosity, but the nature of the game means that if one player is in a building phase while another is in the middle of warmongering, the builder gets bored to death waiting for the warmonger's troop movements and battle resolutions. I can see th