I guess what a Turn equates to in terms of Time has yet to be nailed down? I had heard rumors of 1 Turn = 1 Year but your #'s don't bear that out for sure. I prefer a Turn to be a Turn, and Aging should just be done to accommodate the use of the Dynasty system... as previously noted above. A SoV has Magical powers that ar
John_Hughes
Have you researched Bows/Crossbows and then tried to Design a Unit and provide them a Bow/Crossbow as part of their Kit? Like all other units, you can create what you want, they don't all just magically appear... not yet anyways...
[quote]"Ignore the lore - its just their attempt to make a few quick bucks on the side by doing what halo and warhammer have."[/quote] [quote]"This is another problem - addressing valid concerns with offhand remarks like that."[/quote] It seems the problems started with your opening remark. Your second remark is hypocri
And you can use the Option button to turn up the SPEED of the game. Seems to work too.
When I research enough Warfare techs to get "Ironeer" to appear, automatically, on my Army build list, selecting it to build Crashes the game to the desktop. I can upgrade units myself and they build fine. Just the game produced "Ironeer" unit currenyly does so. I will add a debug.err of a game as I do not have access currently.
[quote]"You can build huts and farms with no civics techs or doing any research in any line whatsoever."[/quote] Just to clarify. You get "Huts and Gardens" without Tech. You do not get "Farms" without Tech.
[quote]"I don’t even have a city and I am already summoning " units" such as this Imp ."[/quote] Note the pluralization of the word Unit [e digicons]:thumbsup:[/e] . I just hope that Imp is not a total Wimp ... [e digicons]}:)[/e]
[quote]"Why is this something to be avoided?"[/quote] Because it hand-cuffs players after word gets out that you "must have" it. And "No!" it doesn't have to be that way at all. Balance is the Art of flexibilty without hand-cuffing everyone into a certain start build and should absolutely be avoided where possible.
The idea of exploitation will creep in as more and more useful and powerful items surface in game. What surprises me is how I can offer a new weapon to a Recruit but I cannot turn around and offer their old weapons/gear to another recruit etc etc... I guess I could sell those items off, but haven't tried that yet... I wo
[quote who="Publius of NV" reply="7" id="2659480"]So it seems like Beta 2 calls for a different style of play - found your first city wherever you start, regardless of nearby resources, so as to get your research started as soon as possible, and then wander around looking for a source of food to take with your second city.[/quote] Or it will works the other way as well. Wander around a bit and recruit until you hav
[quote]"Also, get the market as quick as you can!"[/quote] And this is what we want to avoid. The "must have quickly" in any Build order... How many AI's do you select seanw3? I get attacked quite a bit but it may be just that I Piss Off the AI by attacking them rather early just to see the AI react. ;)
:) I thought it was a BUG that you could accidentally create a squad of Caravans. I had been building Squads for my Army and forgot to turn it down and got 4 caravans (squad) in a group (non-breakable) I never did track their output though. (doh!) Multiple (single) caravans moving between two (2) cities should be allowed if there are enough resource t
Given the ability to capture outlying resource tiles, it would be nice to be able to fortify them to some extent. A Fort may be a bit of over-kill, but how about a wooden fence of appropriate height , similiar to the one we get around a Level 2 or 3(?) city, with the right tech researched, currently. <span style="font-size
How can one build up a City enough to be useful without the Civ Tree? And has anyone else had your SoV die, then get the "Defeated" screen, but still had 2 active Cities????
:) A farmer walks into the INN. Barkeep - "What can I get you today good sir?" Farmer - "I need a new HO. I done wore out my old HO! ESRB rating tanks.... :)
Got one game in. 300 turns till "Error" but I too found the Teching rate change kinda weird. Also the Level up change to only "1 point" was a total whoa! moment Not sure why that was needed to be changed but not having any decision when you level, OK, 1 decision per level, does not work for me at all. [e digicons]:thumbsdown:[/e] One has to assume that movement etc.
Can we get some different stats on the Warehouse please. I just cannot for the life of me bring myself to waste a Tile on a Warehouse as it is currently. With it available so early, an extra 25%(?) build time boost doesn't really matter at that time. Pop. growth (prestige) and food are the main limiters then anyways. By the time I might be interested in that bonus, my Towns have other more pressing requirements... imho of course <span style
Sounds like available open Tiles might be the issue?????
[quote who="AdmiralDan" reply="15" id="2655538"] Quoting John_Hughes, reply 13But Cities in and of themselves don't generate Gold. There Infrastructure does. With No Essence and no Gold, after 3 quick cities, where does the Gold come from for the building that is required. (This is early game) One should not just assume the enemy will just sit idle and let you grow
[quote who="AdmiralDan" reply="15" id="2655538"] Quoting John_Hughes, reply 13But Cities in and of themselves don't generate Gold. There Infrastructure does. With No Essence and no Gold, after 3 quick cities, where does the Gold come from for the building that is required. (This is early game) One should not just assume the enemy will just sit idle and let you grow up a shit load of Cities, and then die to your might... You can easily build a foresttown with lumberm
But Cities in and of themselves don't generate Gold. There Infrastructure does. With No Essence and no Gold, after 3 quick cities, where does the Gold come from for the building that is required. (This is early game) One should not just assume the enemy will just sit idle and let you grow up a shit load of Cities, and then die to your might...
Another issue that will, or should, become a concern for the “Many Cities Quick” builders will be the Defense of those Cities. There is now talk about how can we better defend the Cities we have. Currently, 1 peasant can walk across the Map and if there is no one defending your City(s), he takes the whole ball of wax no matter the Population, in tact. [e digicons]:banhammer:[/e]
[quote who="Hawawaa" reply="65" id="2655098"]It was still fun though John! WAIT I DIDN'T SAY THAT! (FROGS!) [/quote] And I tried the Ctrl-Tab thing yet again. At least I think it was Ctrl-Tab. It was dark. Can I ask where in hell did you get that 150pt. Attack dude? P.S. I'll be BAAAACK!
[quote who="John_Hughes" reply="58" id="2655044"] Quoting Frogboy, reply 56 I will bow to your insider info but that answer doesn't actually resolve my worry. If the most powerful Book based spells remain Shard based, then how can I be assured that the map will allow for any Book choice to be at a best 50/50 chance of the dice? EVE
[quote who="Frogboy" reply="56" id="2655037"] I will bow to your insider info but that answer doesn't actually resolve my worry. If the most powerful Book based spells remain Shard based, then how can I be assured that the map will allow for any Book choice to be at a best 50/50 chance of the dice? EVERYTHING in Elemental is overpowered. You start out with a shard in your area but maybe no food. Or maybe you have food but no metal in your area. Or maybe you have metal but