The problem is that you then can't place the lumbermill in the same location again. Let's say you queue up a number of buildings: Workshop Lumbermill Barracks Then before you finish the Workshop you want to build a Pioneer. There doesn't appear to be a way of re-sorting the construction queue (maybe there should be) so you need to remove the Lumbermill and Barracks to have the Pioneer built next. Then you can no longer pla
Das123
What does grain give you in the early game though? From what I've noticed all it does is set the size limit for the city. I could be wrong but it doesn't appear to boost anything - including population rate (avoiding the word 'growth' because that is a different mechanic). I love some of the suggestions here where left-over grain can be used by other buildings to enhance other resources.
If an enemy army is in its movement animation loop it can't be attacked. Shown here in this Let's Play... [video]http://youtu.be/Xdm2o1L8Nsw[/video] at the 14 minute mark.
[video]http://youtu.be/Xdm2o1L8Nsw[/video]
[video]http://youtu.be/WF2S-v6rT8M[/video]
I may have this wrong but it appears that grain is basically pointless until the end-game. And researching grain techs is a waste of time until you need them. The main problem being that most of the food research techs are at the start of the tree right when you don't need them. If grain's role in the game is to simply provide population potential and you generate about 1 population counter per turn you don't need enhancements until hundreds of turns into the game. <p
If you queue a lumbermill then cancel the order the land reverts to 'City' rather than 'Forest'
[video]http://youtu.be/P4LBn7Dyzkk[/video]
And here is episode 10... [video]http://youtu.be/lzHEJ6qOElI[/video]
Thanks for the comments. :) Here's episode 9... [video]http://youtu.be/_xnwgvdUQ40[/video]
[video]http://youtu.be/_aQN1-5CRM0[/video]
[video]http://youtu.be/jZh2D5h32vw[/video]
[video]http://youtu.be/cYF9S2Dth_k[/video]
Using BandiCam to capture the videos. Brilliant software. Eats Fraps. :)
Thanks Urrumi. :) I never knew that was there. I've finished recording now but that is a good tip. Here is Episode 5... [video]http://youtu.be/KXuu2GQUD8c[/video]
Units still don't take the best path to get from A to B. Once again I've had units duck into forests before entering a city that they started right next to. Units walking next to a road rather than along it. Units avoiding other stacks costing movement and so on.
Either I was very unlucky after casting this or the spell isn't working. My sovereign was on average dodging 1 ranged attack in 4. I cast Guardian Wind and the ratio didn't change. It appears to do nothing.
[video]http://youtu.be/nNdIykzFN0o[/video]
[video]http://youtu.be/pbql5et2Gqs[/video]
I like that units no longer charge off if you accidentally have a unit within a stack selected and right click to move or attack (now they just remove themselves from the stack but don't move) but it would be good to be able to recombine the stacks again if they occupy the same tile.
Agree 100%. I gave the game a real work-out yesterday and just couldn't stop playing.
[video]http://youtu.be/wPf0Uj4hXic[/video] This video looks at the starting position and also goes over the main interface.
I thought this was a bug. I actually stopped summoning creatures in tactical because it seemed wrong.
I've been recording a series of Let's Play videos for Beta 2 since it was launched (got about 12 episodes done already with still more to go. It will take a long time to upload them. The first is now online with a couple more coming over the next few hours. It will take me a number of days to get them all uploaded. The link to the playlist is here Let's
I thought ambient sound was being worked on in this release but all I'm hearing is birds no matter the terrain shown. I haven't expanded the map much yet but mountains and forests don't have anything to differentiate them.