Mike, have played a bit more and agree, the fun of having a possible high level loot (even if very remote) makes every drop exciting, especially during the crucial first steps.
Gorshmak
Thx for the clarification Peter
Just the normal 2, and then I built a pool (building from enchantment (I think) special pick on race creation) and an Oracle (Lvl 3 Conclave) On another note, its an update bug, a recast stated the proper 4 extra growth.
See enclosed screenshot (and no the oracle and pool were added quite some time ago) Normally the spells are updated if I increase essence by building better infrastructure, so don't know here
Screenshot:
Shameless bump +1 [e digicons]:P[/e]
Marionesi, what you propose is to my understanding a burned earth approach. If the AI were to properly leverage this philosophy, any opposite shards in its territory would be gone/lost, making a quick conquer of that sovereign a high priority. That is something I don't like at all. Also, as stated above it removes to a high degree the fortune factor (lucky find of shards I like/need) - right now I have high hopes whenever I push back the black area for some good shards I need, a l
Love both the OP (let borders mean something again) as well as the distinction between open border and non-aggression. Please implement both
shameless bump +1
Bump +1 Would love to see again some planning in city layout, not only for strategic blocking. Is a BIG part of my funfactor. If the concern is that the AI is disadvantaged by it, limit it to maybe one tile extra, any AI will reach that once the city starts to sprawl by itself (without having to write algorithms for it I would think).
Ah great Publius, thx for your explanations. Will try that one about autoselect next unit. On another note, here a screenshot for 14 (Healthbar not showing properly ):
Screenshots for 12) (unhappiness not properly shown) Before looking into detailed screen: and the one after here:
Screenshot:
If this occurrs for warg riders then its something already reported in earlier posts (also already fixed but not this update if I remember correctly).
Just to clarify, I could settle the land, even while some trolls were wandering around. So I doubt that is it. It looked like some of the area already dried up, once I had some influence zones adjacent to it. So maybe it is required for the process to have influence already in/next to the area?
1)I would love to see in the name of a city on the map also some icons with numbers for different resouces (so for a city with 3 Mats/4Grain/1 Essence I would see next to the name 3 Mats icons, 4 Grain icons and one Essence icon. This would help me immensly in my decisions of what to produce where and which city to focus on what. Incidentally during level up I would be better able to decide what to choose. At this time I rename my city when I found it into either Town, Fort or Research follow
shameless bump :D
Like the ideas posted here, for cities as well as units [e digicons]:thumbsup:[/e]
Thx will try now [e digicons]:D[/e]
[e digicons]:thumbsup:[/e] Love the idea of a scheduler, implementation could be with an icon in the turn events on the right (maybe with a red border for special attention?)
I don't like the city maintenance either, would be killing on the starting capital I love the general city level bonus as stated earlier by Sean, good idea +1 Karma to u;) Also love the wildlands 'forbidden to build' zone (this as building cities, which are then razed by monsters makes the tiles useless - land is considered barren) One possible implementation would be one square per difficulty rating (making areas around dragons into blockades of 3*3 or eve
Like the idea a lot [e digicons]:thumbsup:[/e] It will allow for extra decisions: Do I build another basic city for a little cash and research (knowing it will never become big), or do I plant an outpost or two to allow another city to really make it to 5 with all the extra research etc? Good stuff. The idea of caravans I also like, will require some troops(which will cost also maintenance- good) to keep the roads clear from random mobs, and will also make the connection of f
While playing I jotted down a few things which were off, tried reading up on the forum to exclude double postings (for example found lucky trait already posted), but still might have missed a few (so if by accident a double post, might even help as it confirms) 1) Some tutorials not starting (beyond static Fallen enchantress pic) - assume this is WAI and will be updated with release (but good feature liked it when I started up) 2) Sometimes the toolbar of the abilities a
Possibly connected to a starting point without any settlement spots? Had one of those a while back (on default balanced map setting)