I never noticed you couldn't raze it. Normally, the AI gets it in my games, and I never bother to conquer it. Perhaps the fact that "its special" but "not good enough" is a problem. If its "unique" and "one of a kind", it should have something to make it "better" than a normal city.
thadianaphena
Will I need to edit this in a core, or can I tag it in a file in \mygames? Can I set one unit or even faction to have more perks than others? The plan is to make 1-2 more perks unlock throughout the tree. This can be from a building, a spell, a unit coded to have it, or something else.
I would also prefer for wandering AI monsters to join up like this. I would also like AI to have several monster factions who fight each other to gain levels.
In the XML there are additions it receives to its bonuses, just not special buildings to pick from.
I have a problem that half my "explore" units don't automate. I wish there were a "force automated troop movement" button. Maybe there is and I don't know about it.
There are a lot of inspiring things in the XML which look like they could be really fun to have used in a specific way, even if not as a feature. For example, units having bonuses or penalties in their own land versus another players land. I would like a faction to make use of this, just not every faction. I would also like the return of Strength, Dexterity, Constitution, Intelligence... I suppose the AI doesn't know what to pick... However, it could be script
Roads should be handled as they were in Civ: Call To Power. You click your town, click "Buy Road" and you click and drag, pay one tile at a time (5g or 10g) and build the network you want. You can give us 1 of 2 options: controlling the placement of our roads, or having them placed for us. I would rather place it myself. If you let me place it myself, I can either do it through a unit, or a click, click, click... maybe even hold shift, click
1. Beastlord has 2 problems. {A} Beasts can start out very overpowered and take down dragons with ease, especially Cave Bears. If they aren't exploited quickly, they can obsolete fast, so you are forced to "use or lose". {B}. Beasts have no upkeep costs, and don't have any animal armors. They also don't gain useful abilities, and after a while just feel like "tamed units" instead of "Beasts". There aren't Beast abilities that they get over time which make beasts
I jumped in the beta after that apparently, I realize why it was disabled as a feature, however it would still be somewhat fun to have a faction with it.
I came across this while looking for something else (how to increase unit design perk choices). [quote] 0.0 0.0 &
Where are the slots for the unit designs stored? I would like to have the number of perks you may design a unit with increase with certain techs.
Hunger Game trilogy is ok, I haven't felt "touched" by a book in a very long time, and just hate the terrible movies released about the books.
gah, posted on wrong thread, forgot to check age. -picard facepalm-
When upgrading a city, include a button to the city details screen.
I don't mind it when the AI notifies of certain tech upgrades. I don't mind when the AI declares War, or asks for peace. I only mind because the AI does all 3 of them very close to one another, plus each other AI doing the same. The AI also doesn't have combat objectives (capture city x), or (weaken factions army/military score), or (faction x is getting too big). Nor does it trade in a future directed way. AI won't ask you for crystals/metal/horses for
You can design all the units you want, but you can't force the AI to build the right one at the right time, nor can you ensure it will make the correct upgrades when it does upgrades. You also cannot force the AI to use your army. You build a specified unit because of a purpose: When I build units, I ask myself "I make an archer with these traits because my 2 tanks have those traits". The AI can't be forced to reason it needs 2 Skirmishers, and Archer, 1
I would like to be able to hold shift, and click 3 different techs to research an assumed order.
Distributing wealth by production and allowing production to be the source of wealth speaks of a resource based economy, reminiscent of Jacques Fresco and his ideas. Wealth distribution already occurs. When an employee cashes a paycheck, they are distributed a portion of "money." Often, this money is not actually wealth, because factoring in costs and expenses, wealth can only be counted out of what is left after paying expenses such as food, medication, electricity, et
because the monsters rarely if ever "hit" an AI resource. of course, in earlier versions, the AI was constantly getting wiped out or nullified in relevance for settling near a monster who just "pins" them.
[quote who="Alstein" reply="35" id="3339568"] OK, I've revised my idea to: Hero 1, Hero 2, wait for better Hero (next heroes you get will be higher lvl and start with a free lvl) , or Restoration potion. [/quote] Iru Elixer and offer is sound. I would personally choose "next hero is higher level and a little stronger."
I hate it when AI's, especially large ones torch their own cities (raze-quitting) in the middle of a war.
they can also get screwy by steam cloud, there have been a few posts about how steam cloud will just put them back in.
[quote who="Wizard1200" reply="29" id="3339257"] That is a great idea. If the shop or the tavern is replaced by a mercenary group who arrives at a particular fame level (1, 10, ...) and offers you either a champion, a magical item or a xp book it would be less gamey.[/quote] I like the notion of fame having succinct uses that present you choices, and symbolizes different things in different situations to different people. My fame might be access to a wonder,
Wealth is created and distributed systemically and there is no single distributor or owner. There was never a moment in time where a person came up with "wealth" and distributed it according to economic and moral principles. My questions asks what you would do if you if the nations wealth was placed into your hands for the purpose of distribution. How would you allocate it, what would you fund, what rules would you make and what kind of economic system would you desire.
I would rather have no hero early and pick a hero a little bit later when my faction has had time to develop and I know what I need in a champion. I might need an archer because this game isn't giving me time to get Archery. I might need a mage to satisfy a spell school deficit. Of course, I want to make the choice at my own convenience. This means instead of getting 2-3 early champions I don't want or need, I can wait until the mid-game. I might want to pick 3