FuzzyGold

FuzzyGold

Joined Member # 4873373
59 Posts 161 Replies 622 Reputation

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.

6 Replies 2,884 Views

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.

40 Replies 107,785 Views

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.

0 Replies 1,631 Views

[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.

52 Replies 174,002 Views

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.

1 Replies 6,078 Views

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.

16 Replies 22,377 Views

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

1 Replies 2,169 Views

[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

52 Replies 174,002 Views

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.

12 Replies 58,559 Views

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.

14 Replies 19,689 Views

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.

43 Replies 105,803 Views

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.

12 Replies 10,733 Views

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.

16 Replies 17,496 Views

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?

1 Replies 2,060 Views