[quote]"So essence isn't a limit to city numbers, and city numbers (from what we've so far seen) can be pretty high."[/quote] Well currently a mix of adventure, killing and recruiting provide the additional Essence, via Leveling, required to make a bunch of cities. I have found that after 3-4, my ability to take other cities way out weighs my need to build, and grow, new ones. <span style="font-size
John_Hughes
[quote who="Frogboy" reply="49" id="2654962"] Quoting John_Hughes, reply 20 "Shards don't grow on trees." Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at al
As a gentleman, the Sovereign is obliged to carry his ward 1 tile every turn as to not tire her noble butt out. Then, of course, after she moves her obligatory 1 tile and tires, the SoV then has to catch up and carry her noble butt the next tile. (rinse and repeat) That is Nobility for you... [e digicons]:thumbsup:[/e]
[quote]"but sometimes I have trouble selecting a city"[/quote] Not sure how this is possible? Every City you own has an ICON in the upper left corner that when clicked takes you to that City immediately. If you get a message about a City and are unsure where it is , mouse over the ICONS ,
[quote]"My cr17 sovereign beat a cr25 troll becasue the troll had 1hp(dunno why)"[/quote] The reason is because your not the only enemy on the Map as far as the Troll is concerned. They roam and fight all comers. I took out a Sand Golem last night, something I would not even attempt, but it was down to 1/2 HP's. Now that gets you Gold... Lets us not forget that we are
[quote who="Ron Lugge" reply="171" id="2654665"] Not sure if this is a bug but I was looking at one of my cities last night and all the farmers were doing exactly the same thing at the same time in every garden in my city. Some kind of random delay on animation starting might be appropriate. If possible, a minor variation on speed -- they aren't just time delayed from each o
How about having an existing Caravan be selectable and adding a new destination node to its route between the 2 cities it began with. I would like to see Caravans have the ability to be Built, then directed to more than one source. That way I could tell Caravan 1 to got to Town A, then fill up and keep going on to Town B, then Outpost A, then back to Town A, completing a full circuit before repeating said circuit.<
The idea has merit and may be doable at some level if the DEV pursue the Adjacency thought Brad spoke of. It would require that all buildings/resources would have a direct/plausible relationship to each other, unlike your 4. [e digicons]:annoyed:[/e] A Farm, a Granary and 2 warehouses say could become a "Super-Tile" with associated bonuses, but it would be non-changeable. Any deletions would be total and costly t
[quote who="NimRat" reply="7" id="2654500"]I've noticed a couple times when conquering an enemy city that I ended up with an extra champion there after I won. Maybe this is already in place [/quote] Damn! That would explain how on occasion, I too have found my SoV with more companions then I remembered. It does make some sense as well, considering you can go out and recruit, return to your City and exit, leaving th
Perhaps the easiest FIX for now would be a simple name and Graphic change. The term "Humble Inn" implies a very cohesive assemblage of things. Room & Board, Food, Drink and possible Entertainment, all packaged into one (1) building. What we find is an isolated outpost, likely with no means to provide any of those "luxury" items, save R&B, so why not call them "Outposts" and make them 1 tile with 3 huts on
[quote]"Shards don't grow on trees."[/quote] Given this was said by Frogboy, it does sort of bring up the question: How do I pick my Shard based Magic Books, which is done pre-map generation, with any kind of consistent knowledge they will actually see any use at all? Why would I spend valuable creation points if uncertainty becomes a factor?
Sorta OT but curious... It seems the City upkeep values are turned back on, and as a result, so is the Desertion of troops. I didn't see that mentioned anywhere? It was off in 1Z I believe... I was under siege from the AI. I lost a couple of undefended cities and got them back so decide to tighten up my defenses and get a tad more offensive. I added troops
[quote who="SpartanFry" reply="13" id="2654377"]Slightly off topic: I have had many children in the game, where do they go? I have never been able to find them.[/quote] Your Capital City, after they grow to maturity of course.
[quote who="Wintersong" reply="88" id="2653177"] Quoting John_Hughes, reply 87 I would also like to see any "Quested Unit" get an automatic move value equal to that of the one who rescued them."My Sovereign moves 30 a turn ergo the rescued Damsel moves 30 a turn" doesn't sound right to me. More fun thatn rescued Damsel moves 1 a turn though.[/quote] <span styl
[quote]"More mobility in general (units get more moves)"[/quote] This is a good fix. I assume that recruited units are affected directly. I would also like to see any "Quested Unit" get an automatic move value equal to that of the one who rescued them. Example: Wolf pups are great to have, but butcher any Move improvements done to the SoV or Hero involved in the saving
@the_neuro Have you sent in your Debug.err and DXDiag files to the Dev Team? They may be able to Help?
I cannot confirm this yet of course but I would assume that Lowering the Land on a coastal Tile may very well create a Beach tile so finding or having access to readily usable Ports should not be a major issue. An Anchorages, albeit a fine idea, requires a secondary method of transport of goods and people to get them to shore. Sounds Micro intensive, vs running er ashore to offload and wait for the Tide. :) <
[quote]"What happened!?!?!?!?!?!?!?!?!? [e digicons]>:([/e] [/quote] You got duped by a Frog! LOL! I am away this weekend, so DELAY! DELAY! DELAY! J/K!!!!! Cuba, here I come. ;)
I want my GUN! dammit. Every other Army I ever joined, I got a friggin GUN! ;) How about getting points based by Percentage of your Stardock Membership #. with the smaller the # getting a better precentage. hehehehe
Is it Thursday yet? LOL!
Maybe make that a condition of his actually taking your recruitment offer. Until you actually assist him with the Spider problem/Save the wife, he stays a singular entity that you can follow to the destination, but will remain uncontrollable until the Quest is completed. Hell you could even recruit the wife even... She could provide a +1 Farming (garden weed picking) bonus. [e digicons]:thumbsup:[/e]
Can it be done via "decipherable clues" found at various locations that would direct you to another location etc etc as well... ;)
The current Diplomacy window indicates that we can/could, but Beta 2 will not have the Diplo engine in, as we assume they are making changes, based on some heavy discussion that went on, but it does seems reasonable that will retain the ability to use Techs as a trading tool in the final....
When we talk about possible cross-tree pre-req's I get this picture of the first GalCiv. I have a large colored, taped together, printout of that Tech Tree, because there was no other way to keep it straight. The amount of jumping around from Tree to Tree to accomplish a specific Tech advancement was a bit much now that I think back... The current Tech set up is not
[quote who="VicenteC" reply="62" id="2644122"]I'm with the people who think the two rivers out of the lake is totally weird. Rivers end on the ocean and a single river should go out of a lake (at the point of lowest elevation).[/quote] Not any weirder than a Lake without any Rivers, In or Out, like to the North of Lake Gandru. LOL :)