[quote who="Goldmos" reply="15" id="2853162"]Well, I see the point of the OP but I don't totally agree. It's true that some tile limit is not really relevant because , I know it's a game, in real life, the only limiting factor is the "environment". For instance: Montreal. It's build on an Island so it can't grow that much more than it currently do. The only thing that they can do is building in heigth. That cause a higher population density and work well with some system of transportation lik
Aranneas
[quote quoting="post"] the bug where the game overpromises and underdelivers. glad i took the time to try out 1.1. game still sucks. [/quote] Your brilliant constructive additions to the discussion on what improvements to the gameplay can be made are well noted and well appreciated. Please keep us updated on your continued adventures in further versions
[quote who="TorinReborn" reply="6" id="2851971"]Or there could be spells that give more tiles to cities. Or quests that give you powerful artifacts that give you just that. Or starting sovereign ability.[/quote] I think the cities have enough sprawl to them already, don't you? And this would seriously punish expansion on small maps. Although YMMV on whether that's a bad thing.
Solution: Building upgrades representing increasing levels of industrialization. Each successive upgrade employs a larger number of citizens multiplied by some factor (let's say 5) and providing an increasing benefit over the base structure (let's say 10% better). Combine this with a pop cap.
Your sovereign and spouse are engaged with the management of a vast nation and all its military forces, which in turn are turned towards the rebuilding of a lost civilization in a barren wasteland. They don't have time for childrearing. They've obviously hired (or created) a Nanny of Doom.
[quote who="Goldmos" reply="6" id="2851170"]Talking about building in a city, is it me or the number of tile you can build on increase over time? Not that I'm complaning because it's only logical that your city would expand a little like every city in the real life do, but I was wondering if it was a bug or if it's plan?[/quote] Intentional. You can build on any tile that's in direct contact with the existing city.
A defeat with no hit points lost in auto-resolve indicates one side or the other fled before any damage was dealt. So this is what's happening in your auto-resolve. They're getting panicked because they can't hurt the enemy, and running away.
Hello and welcome to the gladiatorial arena. May your stay be long and prosperous. [quote quoting="post"] This game is starting to grow on me. It is no Age of Wonders, but it has some good aspects. And some bad ones. [/quote] Amen to that. But I'd say it compares relatively favourably with Age of Wonders. The first one, at least. [quote] Elemental: War of Spiders.....the number of wandering spider armies is laughable, and wanderi
OT solution: Reverse-engineer each of your individual points to determine which factors from GCII that aren't yet in Elemental should be. City Rush: This is mitigated with the wandering monsters to the point that it's not imbalancing. And if you can pull it off, you deserve it. It's a bit of an Old West situation: those that can balance rapid development of new resources with protecting their existing interests thrive. City building
[quote who="tetleytea" reply="21" id="2850354"]These reviews are too lukewarm for me. I'm going into Dragon Age now--no lukewarm reviews there.[/quote] I would say this is a better use of your paycheck ATM. Should be far more playable and complete.
[quote who="Sythion" reply="16" id="2850292"]People who "play for fun" and don't actually try to do well enjoy Elemental. People who like games instead of imagination boosters don't. It might get there, but the games not enjoyable yet.[/quote] Ish. The fact is, there are far better 'imagination boosters' out there - even among games published this year - and that's not the market Elemental is trying to appeal to. So as things currently stand, the game attempts to succe
[quote who="revcallahan" reply="26" id="2850167"]I think a possible solution is to add more resources, but vary the type. Just as apiaries/wheat/fertile land have different values (same w/ clay pit/marble quarry, and iron/ventri mines), maybe more lesser resourse nodes should be added. For instance, maybe a spent copper mine (from the 1st age) that only gives .3 or .5 metal per turn, but allows access to metal. Or City Ruins, which could add 1 material/1 tech per turn. In this way, even
A few more games has me thinking this is probably a deliberate overreaction to the abundance available in prior patches. Previously, ICS was viable and almost necessary to remain competitive (or would be with opponents worth a damn). But cities in Elemental are supposed to be beacons of civilization and hope in a vast wilderness. It's a point of flavour. You're trying to rebuild a world that is, quite simply, already spent. You're not supposed to have a lot of viable op
Are you trying to team Pioneers, or Caravans? Because utility units always come as singles. If you're attempting to build military units and you get this problem I have no clue what's wrong.
"It is not the portrait that gender bends, but only yourself."
They haven't learned how to make pointy sticks out of proper pointy-stick-making materials, or pointy sticks that are any good at taking down boars. Further refinement of the pointy stick technology leads to successful military applications. Seriously. You think horse domestication just shows up? They've likely been practising animal husbandry for decades before you came along. How else do you think they get any real farming done?
You have to be on the correct server first. That would be irc.stardock.com , as stated in the related thread I'm too lazy to link.
Hunting hawk. For eating. Not the hawk. The prey. Units gotta eat too, don't they? The assumption is that they're foraging in the territory they cross. So, hunting hawk.
Girls have picked them, every one? Ahem. You can probably ascribe a good chunk of what you're seeing to simple probability. I've had a few 'scorched earth' games and at least one atrocious 'cradle of civilization' since the patch. Keep playing, it'll even out.
Applying any sort of specific penalties or bonuses to [i]all[/i] societies of a particular gender bias is not something that the game has the latitude to do. It makes a social and historic statement that by its very nature is unfounded. I could almost see a simple 'integrated workforce' thing but what about caste-based societies, which just happen to have castes also divided along gender lines? I'm talking about a situation in which not every gender is considered 'suited' for every task, but
The only quests you can cancel are fight quests, and not all of those (e.g. Maggie's Chest), and only by actually going to the location of the quest.
I love how the only two inspirations for how to deal with combat issues both seem to stem from existing wargame mechanics: either D&D, a Chainmail descendant; or the Dominions system. Wouldn't creating a new system which is made for the existing setting and mechanics make more sense - and be more fun?
Your turns are probably passing without you noticing. The 'auto end turn' option is on by default.
I'd like to point out that this is a modern gen game that runs beautifully, at full settings, with no crashes, on my two year old laptop. Don't get discouraged if your super-machine can't run it. And don't get mad at the developer. Get creative.
Militia is an intriguing concept and could be something to think about for future versions. Teleport only works if they have the mana for it. Particularly an issue for the Kingdoms, who may never even research or be able to use their version of it.