Sorry to necro, but it's also worth mentioning that the tech trees do a very bad job of pointing out both prerequisites and barred terrains, meaning that you could end up being barred from constructing certain specialized buildings without ever knowing why. For example, a Weaponsmith requires an Armorer be built first, which in turn requires that you research the "Armor" tech. It also can't be built on swamps or rivers. So, if you run out of non-swamp, non-river space, too bad
pootthedestroyer
Isn't raising taxes a global event though? It seems like no matter how much I minimize my unrest (which, as the OP noted, is very easy to do in most of your cities,) I always take a production and research hit when I raise taxes. While the production hit isn't the end of the world (slave pens, buyouts, spells, etc. can all mitigate the problem,) the research penalty doesn't really seem worth it in most cases. Converting overflow pacification (i.e., negative unrest) into ex
Hey guys, I've been playing some FE with a buddy of mine, and he told me I should make a post here about some of the questions I had. Is there any word about improving the UI so that city queue management isn't such a hassle? It seems very odd that there's no way to manage the queue besides using the mouse on that little bar to shift things around. When a city's queue is more than 5 items, which happens regularly even during short games, it gets extremely annoying. Eve