So if you already own 15 cities and capture a 16th, then you should raze it?
Numdydar
The same mechnic works for materiuals too. So a 5-2-0 city will grow really fast while its production will lag. While a 1-5-0 city will grow very slowly (or not at all), but can produce buildings/units very fast. As noted above, spells/buildings can improve towns with low numbers and help them overcome the low starting values. Of course, all things being equal, a X-Y-2+ location is by far the best considering how important essan
After all in RL, you had reams of people working within your kingdom helping you with all the mundane crap so you did not have to worry if your research was active or not, etc. The person you put in charge would make sure none of the OPs items would happen. Lewis and Clark did not stop exploring just because someone did not tell them to move every day lol. As you only have you that needs to take care of all these items and you do NOT have reams of people that can help you in game
Did not know that about essence. Time to start a new game lol
So lets say I have several sites to chose to place a city. Food/Mat/Ess 5/3/0 4/3/2 3/3/2 4/2/0 And all of the locations are next to each other in a cross pattern with the 5/3/0 in the middle of the cross. Obviously, for growth, I would want to settle on the 5/3/0 location. However, does the city get any benefit from the other locations next to the 5/3/0 where the city was placed or are they just not counted for anything once the
While loading the game, hints popup about good game play. One of the more stupid ones is to garrision recourses outside the city with troops [e digicons]8(|[/e] I assume this is refering to Clay pits, shards, etc. So someone who has never played will start building troops and spread them all across the land just to get easily wiped out by almost anything. Talk about fustrating. Even the AI does not do this lol. So if the AI does not do it because it is dumb, why tell players to do th
I won the game at the same time my current tech finished. The game crashed at that point with a DX error. Also, if another screen is going to popup at the same time the game is over, the victory or loss screen should always be displayed and the other screen ignored. As an asside, I hope the victory/loss screens have a little more to them in the production. I know it is a little thing, but after playing a game like this for 30+ hours, I'd like to see something more than a static pi
How about this list [e digicons]:grin:[/e] Main UI Enter : End Turn Spacebar : Skip unit’s turn (consuming all moves) Escape : Options Menu Control + G : Show/Hide Grid Control + S : Quick Save Pause : Pause the Game World (great for screenshots!) Print Screen : Take a screenshot (saved i
Yes but what time zone are they talking about for 'tomorrow' [e digicons]:D[/e] It is already 'tomorrow' in Oz if you are in the US. So why is it not released yet [e digicons]:)[/e]
If anyone wants a really good look at some absolutely awesome DLCs, look at Panzer Corps by Matrix Games/Slitherine. Each DLC covers a year period of WWII from 1939-1945 so seven differnt DLCs that total over 70 scenerios. And this is just for the Eastern Front lol. They are doing the same thing for the Western Front too from 1943-45. Talk about hours and hours of play. To me this is the Gold standard of DLCs. So if Stardock wants to go down this path, then rather than just 
[quote who="Rishkith" reply="31" id="3164763"]In response to the above it isn't about how many cities you need to win. You can win easily without the land grab the AI resorts to. (Borrowed from Gal Civ 2) You need to use multiple pioneers to grow an outpost and then eventually grow it into a city. It worked nicely in Galciv, I don't think it would import nearly as well for settlement building. It would be better than what we have now however and others may disagree wi
I was hoping there would be more like me :) I just really feel that a game that has all the mobs wandering around on the map of varing levels means that real civilization has been absent for a long time. So starting to rebuild from such a limited beginning should be a lot harder. Rather than 50-100 tuens into the game, not only do you find 1-2 more factions, they likely have 3-4 cities and/or outposts. If the game starts out a such a primitive level with tech an abilities, the
The main issue I am attempting with this thread, is somehow prevent the entire map filling up with cities and outposts within a very short period. I tried playing on a larger map several times with a reduced number of AI. And they still covered the map with cities and outposts within a few 100 turns. That is only 25 -50 years. It took a 100 years just to get the first settlements across the Appllicians from when Jamestown was first settled in America. Yet an entire world can be overrun
Very nice! Like that one too.
The cataclysm occurred without warning. Was it caused by the Gods fighting among themselves? Or did the buildup of magic trigger it? No one knows or has the ability to care. Survival is more important now. The destruction so much, caused much knowledge to be lost. The fall from civilization was rapid. From living in the great cities and empires to fighting for survival caused millions to die. Over the course of these lost years, Knowledge became myth, and myth was distort
[quote who="Trojasmic" reply="5" id="2955636"]Even better one... if two trains are heading towards each other and train A is going 50 mph and train B is going 65 mph, how fast will train B going when they crash?[/quote] Not enough data to find the answer. You need to tell us how far they would have to travel before the crash and the acceleration rates of both trains :)