If you can snake to rivers or a forest city placements mean nothing. Then there will always be a non-brainer choice just based on the highest grain/prod/mana in the city tile where you'll build your city. No point in considering sacrificing anything to get a tile next to a river or a forest if you can get to it by snaking anyways (and get it all eventually).
NorsemanViking
Guess it would be usefull if people also mentioned the difficulty level they play on. I'm always on expert, dense monsters, large map, 8 players, rest normal. I need units, that's for sure. But I don't need them desperatly too early on, because there are lots of monsters/cratures that are very easy to take out with 2 low level heroes combined.
[quote who="Das123" reply="21" id="3217346"] ... and that was the last one in this series. [/quote] One more please, and one difficulty up, and a few more opponents on a huger map. That would be exciting and nail biting indeed! :)
Well, there is one problem with heroes; you can't get so many as you'd like. Units on the other hand can be recruited en masse. They are extremely usefull in supporting your heroes, but mostley from mid-game. I too agree monsters are too weak now. This is the reason units feel useless for some, you don't need them early on to help your 2 starting heroes leveling up more efectively. They help of course, to take some hits, but are not worth it compared to building pioneers o
Ditto! Really like the scaling by city size ideas! :)
Nice. 3 new episodes. I look forward to see this war.
Combine it with cruel and we really speak overpowered. The you get one more sovereign point, one more attack, and 50% plus recruitment cost for heroes (that means nothing). It should not be possible to combine natural leader and cruel, it's just obvious so I'm sure the developers are on it. And no, I don't think the trait itself is overpowered compared to other traits like starting with 1000 gold or long terms one improving your sovereign more as he levels up. Rememb
[quote who="Poko8" reply="23" id="3215657"] Quoting NorsemanViking, reply 19 Quoting Poko8, reply 16Sounds great! Any word on the 3-turn minimum build requirement? Or is that still in there? I sure hope it's still there. Why? It has bad effects whatever the player does about it: If you live with it, it makes things take a lot longer to build than they should, and gives t
Beta 4 A coming out and I don't know if you are continuing, but you was about to declare a war that could be interesting. If you start a new one I'd hope you'd want to choose hard or expert difficulty (one or two levels up). You are getting so good at this game now, and it's no way you can lose this current game on challenging. After you kill Altar there will be nobody to challenge you. It would be even more thrilling to watch if you risked to lose big time, and needed to be v
[quote who="mqpiffle" reply="5" id="3215628"]Suggestion: Try setting monsters to 'dense' in the startup options and see if you like it.[/quote] I always play on dense. It's the best setting.
[quote who="Poko8" reply="16" id="3215616"]Sounds great! Any word on the 3-turn minimum build requirement? Or is that still in there?[/quote] I sure hope it's still there.
[quote who="ddd888" reply="6" id="3215561"]good balance changes it seems, looking forward to try new patch [/quote] And AI changes looks promising too. Can't wait for a harder game on Expert, large map, 8 nations! :)
I love that you must and can build your roads yourself, but hope you thought about the old Civilization manace before Civ5: Road spam! :) God damn I look forward to the next version of this excellent beta! :) Edit: As I live in the Kingdom of Norway I guess it's very late here when the 4A arrives. Was thinking of making a new game now, but I go to bed, and play all night with a new version instead, before work tomorrow.
Yes, please make enchantments more expensive. 20 mana for enchanted hammers, 5 for inspiration.... it's just rediculous low, and rather nobrainer. Worth alot more the using that same mana to cast some early battle spells instead for some easy early wins, grabbing an earlier artifact and get the leveling going abit earlier. Perhaps bring back maintainance for city enchantments, or at least make them abit more expensive to cast. At least doubble it, so yo
Thank you for your Let's plays, think they are among the very best of this game out there. I'm also glad you don't play on normal difficulty, I usually avoid LP's that are. The more difficult the merrier. I just disagree that leatherworking and shields should be free techs from the start, as you mention in one of the episodes. You can already build early units as it is, and if you try that strategy it can be very powerfull, and you can start leveling up your unit
They want to do it properly, not just putting in a ship as in War of Magic. Guess this is Expansion fodder. [quote who="Supreme Shogun" reply="6" id="3213459"] *kicks and screams* But seriously, naval units, archipelago type maps, coastal bonuses, bombardment. There's a lot we're missing! [/quote] Add to it special sea quests, sea monsters, sea artifacts, seafarer traits for he
They want to do it properly, not just putting in a ship as in War of Magic. Guess this is Expansion fodder.
[quote who="mqpiffle" reply="1" id="3212450"]Very nice! [/quote] Very nice indeed! Jolly good!
With a Steam launch it would help sales with a multiplayer feature as soon as possible! :D I'm eagering to start a FE MP page on steam, or perhaps introduce it in the No Quitters Civilization group as a great MP TBS alternative to Civ5. Think about it how you'd have to change your strategy in MP, protecting your cities alot more from the start of the game.... hmmmm, I need this game experience so badly.... ;) NB! If you plan for a MP feature, a
LAN-support? Have they announced it? Please tell me it's true! :D 5 more copies sold to my gamer friends then. Edit: Argh, thought it was the Fallen Enchantress forum...... sorry.
I always play on huge (large) balanced map, 8 players, expert difficulty and dense monsters. Pacing is sometimes normal, sometimes epic. The rest of the settings are set on normal default.
This will be a masterpiece of a game! :) I can't stop playing!
This game has not too much micro management. Auto-upgrades of outposts are bad, and give less strategy. I love how they now are a part of closest cities build queue. Why do the OP want less hard choices for himself? Some micro that could be avoided if shards and other ressources, pluss outpost upgrades, could be visible in the cities build screen alternatives. Micro for no reason is bad (example lack of tooltips makes you have to click here and there for cruical i
[quote who="Madcatter" reply="2" id="3208336"] I'm just going to repost an idea I put down in an earlier thread: I think a solution to the pioneer spam would be pioneers not placing down a city immediately, but rather an improvement that would then need to be built up using their home city's build queue while also consuming growth. These pre-settlements would also cause nearby monsters to attack before they were complete, so th
[quote who="seanw3" reply="9" id="3208106"]Not the case. The previous 5 tree system was tossed because there just wasn't enough to fill all 5 trees and still have good opportunity cost. I also remember the WoM tech order. 3 Warfare, 1 Civics, 2 more Warfare, end game. The current trees have a ton of interesting choices, derived from brutal opportunity cost. There is no best tech order. It all depends on your faction, starting city, city specialization, nearby resources, nearby monsters an