It appears buildable in the city build list, but the game doesn't let you place the improvement anywhere.
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The bug is more general than that (beta 2-A). In unit design, whenever you switch a functional item to a useless item, the stats don't update. Here, I just changed heavy plate helm, breastplate, and greaves to what you see in the pic:
There's a swarm spider standing in my town center even though there is a defender. It was just passing through and kept going the next turn. I had some caravans moving to and from the city; it may have been targeting those.
[quote]When you find a weapon, you will want to equip it. To do that, click on your player portrait.[/quote] Can we please get an upgrade to the inventory interface? There's currently too much mousing required for simple tasks like that. If a character is carrying one weapon, it should be auto-equipped. And I want to give an item to another character without un-equipping it first. I should be able to change
[quote who="AdmiralDan" reply="14" id="2655532"]And for the fact, that each city costs a one-time amount of money: That means that founding a lot of cities very early is even better, because the longer a city exists, the more you get for your money.[/quote]Yeah, most things in this game have a large up-font cost and no ongoing cost. This makes early game development very slow, but once you begin completing some lumbermills, markets, and libraries it starts speeding up very rapidly. 
Fun idea: Sovereigns can take back their essence from revived land.
I think there will inevitably be more strategy and less micromanagement as features get added and the interface improves, but I do agree with your goal. The fun part of the game is making the tough decisions where the "best" choice depends on the current conditions, actions of your opponents, and other decisions you make. The parts that feel like work are those decisions where one option is almost always better than the other. These can be "no-brainers" where the right choic
More posts like this please, Brad! I like to see what your goals are for the game: what choices you want the player to have to make, and what different strategies you want the player to be able to pursue. That lets me know which parts of the beta are working as intended, and which parts you might want suggestions for.
[quote who="lwarmonger" reply="129" id="2653636"]I do agree that houses should make up a fair portion of your city. It is just a hassle to put lots of them down, especially since to do so is to juggle food with all of your cities.[/quote]If the micromanagement is the big issue, it could be solved by improving the interface instead of changing the game rules. Building many gardens and houses would be less of a hassle if you could queue up many of them at once, That's difficul
[quote quoting="post"] More mobility in general (units get more moves) [/quote] I don't think one or two moves per turn is too slow(for basic units traveling on foot), currently the problem is that it's too cheap and easy to increase a unit's speed. Slow units aren't bad, it's just that you can get a faster unit without giving up much. Leveling up a hero's strength or dexterity only has a small effect on his combat ability, but upping the movement stat is a majo
I'm liking it the way it is. The main point of getting high-level towns is to unlock the advanced buildings, not just to have lots of tiles to build on. If you want more high-level buildings in your metropolis, replace your farms, mines, and lumbmermills. Those low-level industries can be moved to low-level towns (that may stay low-level) or handled by pioneers. I like the idea that an efficient metropolis has a different character than a useful small town. It ma
Count me as a vote for camp 2. It sounds like that simple system offers some good opportunites for high-level strategies where the various options have unique pros and cons. Do you settle a city where it will be large and productive or where it can harvest a resource that benefits your other cities? Send your iron to the city that trains the best soldiers or a city closer to the frontlines? How much protection for your supply routes and should you raid your enemy's?&nb