I was messing with produce growth in the queue and suddenly my city seems to have got the bonus, even though it's producing a different thing. Open the save and look at the city Mirthrandra. The growth stat says +8, which is also what the city gets on each turn (checked), but the tooltip correctly adds up to +5. My suspicion is that produce growth has stuck to the calculation when I was trying to queue it before my half-finished Clay Quarry. <a href="https://docs.google.com/file/d
KayserCEO
Being able to selctively upgrade armor has been brought up several times before. Hopefully something Stardock will address at some point.
Multiplayer is a two-edged sword. It can make wonders for "balance" in one sense if done right, exploit fixing, etc. It can also ruin a game if it means all "good" strategies are nerfed to the degree that it no longer matters what you do because everything is equally good.
[quote who="GFireflyE" reply="26" id="3378639"] I just don't build outposts in games. [/quote] Interesting. I admit to using pioneer banking to affod it, but I normally have 2-5 outposts already by turn 50. I use them primarily to catch crystal and clay pits, but also to connect cities to fight unrest. Even if I had the fertilization tech by that time, I normally need all my mana for enchantments and fights, and would not consider spending 200 mana to fertilize
Agree completely with Mistwraithe .
City tiles currently do not count as roads until trading (or whatever tech it is) is researched. It's possible for a unit with road building ability to construct a road in the city, but it only counts as a road on the city center tile. This is a problem in the early game as your road network is rendered inefficient when movement from a road into (non city center) city tiles cost 1 movement point instead of 1/4. My suggestion is that constructing road when in the city should make a
It is not possible to trade with a hero in an adjacent city, which is annoying, since they're basically adjacent to each other. It should be possible to trade between a hero adjecent to a town and a hero in the town.
++ for 8). Frequent annoyance. There should be a third button that leads to the equipment screen where you can compare and chose.
If you have 2 crystal mines you should be OK without iron for at least 100 turns. Lightning hammers and staves go a long way.
Since a spells effectiveness is highly dependent on its casting time and mana cost, I would like to see these spell attributes when picking new traits. It's so dissapointing to reach a seemingly powerful spell just to find the casting time and mana cost is just too high to make the spell any useful.
Also agree with OP. +1 growth per grain is easy to understand and difficult to exploit. I welcome a change since food is currently not part of this game.
Stats for units in a city's build queue change(upgrade) when you research a new technology which upgrades a unit design. The actual unit queued does not upgrade, however. Hence when the unit is finally built it's the design which was originally queued. The stats displayed in the queue should reflect the unit that is actually being constructed, not the newest unit design.
The way it currently works it's hard, I agree. Surely this cannot be the way it's intended to work. I hope it can be fixed in the next patch. A flat addition is the intuitive method. But the guarding unit should perhaps not be put in defensive mode. Even though it's pretty effective with that tower shield defender champ behind your main line. Devs? Comment? Fix?
What about the autosave exploit that caused monsters not to attack?
Looking at the picture the Guard ability "contributes" to the unit's defence with -3, when in fact it should increase it by +17 (the guarding unit's defence). (May it be that the Guard ability replaces the target unit's own +20 defence bonus (5 defence + 5 shield + 10 ability) with the guarding unit's (+17) for a net effect of -3?) https://docs.google.com/fil
Something for a Ranger class maybe. Nature focused skills like tame, scout(for whole army), and ranged perks? Ultimate skill would be dragon tamer... :)
I've yet to see a successful implementation of boats in an TBS/RPG/4X game. Would you like to see Stardock try? (Personally I'm slightly negative (-½), as I'd prefer that effort spent on other parts (UI, exploits, dragon mounts, etc.))
Agree with OP in all aspects. I think if you load an autosave on a turn you completed a technology the game does not prompt you to pick a new research. Particularly annoying in combination with the possibility to end the turn researching nothing.
I would almost always go for the essence location due to its flexibility.
+1, and no nerfing needed. Rulesets for faction/trait usage would quickly evolve. Beastlord or no beastlord, etc. Randomness would have to be lowered, though. As it is now the major random events, map, and drops would determine much of the outcome. -Major random events need to be possible to tudn off. -Map algorithm needs to be able to produce balanced maps in terms of city locations and resources. -Drops must less determning. In my opinion it c
I just had a Guardian Statue's Army appear out of the wildland mountainside and attacking my city. No fun. I lost the city. (The picure is from the autosave). https://docs.google.com/file/d/0BwWub_tVgp0PSnBFX09GSHdIN2s/edit?usp=sharing Could the road (that I built) be the cause?
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[quote quoting="post"]*** Released in Beta *** Reduced Bless City spell casting cost from 500 to 250 and the effect from -30 unrest to -25 Reduced Curse City spell casting cost from 500 to 250 and the effect from +30 unrest to +25 [/quote] Beta: The tooltips still say +/- 30%. Not sure about the actual effect though. Cost seems correctly updated.
I frequently get this crash when I return to my computer after some time of absence and Windows has locked my computer. http://pastebin.com/KsZeLE0k
I want a Giant Death Robot! (That takes a lot of metal to build, right?)