This happens regularly when taming the only unit in the enemy army.
FuzzyGold
The bottom line for this game is for it to make a profit. If newbies find it too tedious, it will not sell.
No combat resulted. Garrote moved off on the next turn and pursued my Hero.
The build queue is burdened with a love for graphics instead of text. The icons are not very meaningful when text is sufficient. The Research queue is even worse. For one thing when research is gained, it should be applied to queue items or banked instead of random distribution.
With 1 Stables it will take 15 seasons to get enough to form a cavalry unit with just 3 horses. Combined with bad road building and less horse resources movement will be severely restricted. This will seriously slow down the game and make it boring. The game already suffers from excessive unrest.
The path is determined by the path that a Pioneer would take instead of what a Scout would take, which is what we want.
Not a bug. Just one of the "features" of road building.
Look at the damage hint popup when you hover over it. It says 0 damage!
Usually road cannot be built on the last move of a turn. It becomes necessary to do it at the beginning of the next turn, but I often fail to notice that it needs to be done. Results in having to backtrack to fix it.
[quote who="Necaradan666" reply="49" id="3349856"]Gah, way to make it overly complicated! I don't want to spend 40 turns controlling an engineer to build roads between my towns. I don't want to do it manually even if the engineer has 40 moves and I can do the whole road in one turn.[/quote] This is why a game option has been suggested. Auto-build for you that like it. Manual build for those of us that hate the squirrely auto-built roads.
Mine had been +2. Then I noticed that it is now -16. I upgraded with a prison which provides -10 but cannot account for the other -8. What else affects faction wide unrest? (This is not about taxes.) Suggestions: #1 More granularity on the tax rate. #2 The global tax rate becomes a default. Each city can have its own tax rate.
Unrest is too high. I'm halfway through on a large map and there are many tiles that could hold a settlement but the AI won't use them and I won't use them. I'm at the point where if I conquer a city I have to raze it. It slows the game too much since resource development is inhibited by lack of cities.
I've had this happen at least twice. It's probably caused by the software used to develop the product. (Intentionally trying to execute data is an incredibly bad policy.) Could not figure out how to upload debug.err to Pastebin
[quote who="kaosbain" reply="14" id="3349042"]How difficult would it be to implement an option to do either-or? Have it a toggle, you turn it on, auto build roads. You turn it off, you have to manually place them. Give every nationality the ability to build their own roads. This is a win/win for both sides. Personally, I like micromanagement, and a bit ocd, so those funky roads that are autogenerated are annoying. I wish there was a way to get rid of roads as well, that way I can b
[quote]The spellbook remembers the last strategic spell you cast and starts there when you reopen it[/quote] Thank you!
[quote who="ins2" reply="2" id="3348363"]I see the point behind this limitation (preventing uberstacks from rolling over several smaller stacks in 1 move)[/quote] What's wrong with that? It's called blitzkreig.
Henchmen can be improved by buying magic books (Decalon faction trait). If you don't have it shop at a friendly faction that does. I prefer henchmen instead of the random heroes that show up.
I would like to eliminate the 3 city types and have a leveling tree. Would like to start off a city as a fort and later choose how to develop it depending on how the game goes. This is how many US cities started, for example Pittsburgh PA.
This change has slowed down the game too much. It's really frustrating to quickly kill one unit and then have to wait to kill the next one. Frustrating --> boring --> playing less. Suggest chopping off moves depending on how quickly the battle goes. If I can kill the enemy with one tactical move, I should not be penalized more than one strategical move.
Horses also increase movement on strategic map. That's very important to the way I play. It allows my faction to spread out over the map. If a problem arises, horses allow rapid response. I even use them for archers and mages.
My latest road was built parallel to a wildland border for 11 tiles but inside the wildland! That renders it essentially useless. This is a major flaw.
Accepting tribute is a mistake. I quit one game because I could not finish off the one remaining faction. Could not make an ally of them either. The concept requires further refinement.
I'm a calling this a bug even though the description does say "+5►+5". This is not reasonable! My city has a Pier with +5 food per grain. It is building Garden to yield +15 food per grain. Docks requires a lot of Production for the small amount of reward of a Gildar increase. Every time I've seem Docks it has always said "+5►+5". Why is this even said if it provides no benefit?
Many powerful weapons are also useless since it is so difficult to now achieve the level required.