Evolve how? Go digital, rethink DRM, reform the publisher/developer/retailer/consumer apparatus? We're seeing that already but so far none of it is the holy grail of game sales.
RogueCaptain
"What would Sauron do?" -Frogboy Lordship: Sovereign gains additional +1 global maximum mana per level but cannot imbue heroes. This is to make solo Sovereigns a viable option again. Attractive: Sovereign has more children more quickly. Opposite of the ugly trait. Could be a bit OP diplomatically without a fair purchase cost.
Solid work Heavenfall. Why not follow the original Stardock plan and have the "other" race's camps as the reward? Conquering or co-opting the darkling camp nets you the darkling resource, dragons roost begets dragon units ect. It should combine up well with the already existing Diplomacy tech mechanic. It's like seeing a horse resource nearby so naturally you go warfare research and nab the horse riding training.
Units already receive an additional healing bonus when garrisoned within your city on top of the bonus from being within your zone of influence. Maybe supply trains for healing troops stationed outside friendly borders would be the solution.
Next complaint will be road spam.
It's for giving the early Diplotech rush players an advantage over late diplotech players. That way it ensures the AI will always divy favor points to the former over the latter as long as nobody does anything stupid. For example, lets say you researched diplomacy 1-5 early game. The AI in return would note what a silver tongued devil you are. You then proceed to pimp out the hypnotized AI at your leisure. But player 2 gets the same diplotechs (n
Please No! Lesson learned from Galciv2, caravans or trade ships are a real pain. Very easy to destroy and then they need to be manually rebuilt afterward. Only the Korx were immune to this through some auto persistent trade ships ability. Trade ships were never really meant to be combat unit in any situation. So here's my suggestion, make trade routes stay "destructed" only as long as an enemy unit is occupying the road/route. 1. Cara
Galactic Civilizations 2 already has this. It wasn't a spell but an infrastructure upgrade called Spin Control Center. Smaller empires could now intimidate larger more powerful ones to the point where they'd think twice before bullying tribute or going to war. Essentially a diplotech for turtlers. Problem is most players don't like to turtle and you'd have to invest in the largest ship designs to max out the ability. Edit: Just to add, making thi
No that definitely wasn't what I meant.
Passive Ability: BLINK Description: Base movement points converted into a short range teleport equal to the sovereigns normal movement not counting upgrades. Advantages: Now the sovereign cannot be easily blocked, walled in and provides flexibility. Plus it's cool. (minor) Disadvantages: Any movement points beyond base speed teleport will be normal movement only. Mounts don't enhance your blink. I would do questing for an ability or i
The mean nonlethal kind that require specific shard prerequisites and can make all opponents hostile after being used on anyone. So far only the gluttony spell falls in this category for early game. Probably too late for 1.1 but I had to request it.
Now if only we could get a QA session with the new management.
[quote who="psychoak" reply="157" id="2815183"] Nothing to raid, nothing to plunder, nothing even resembling supply lines. You can't plan ahead because there's fuck all for infrastructure and massive time requirements for pumping them out.[/quote] And here is the problem with streamlining resources, what difference does destroying an iron mine make when there are plenty of other different metal ore mines out there. They are all tagged as the same resource so your atte
The system is a little bit clunky right now. To help streamline the process, an all accessible notification icon/button (no not the red exclamation mark) and a new hotkey to cycle to the next available ready to be improved resource would help improve the process a bit faster and easier, especially for the new players. After reading through pages of ideas, most of those posted are adding to the resource system
I like that Kael is now on team Elemental's roster! [e digicons]:thumbsup:[/e] Also, the 1.1 human resource economy sounds exactly what will set this game apart from most others. Can't wait to start some serious modding with the new system.
Yes I did completely read through your ridiculous great wall of RikazeMa and felt only one area was worth commenting on. I pointed out the long length to benefit you for future reference so more forumites will read your posts, I was trying to help you because not everyone has my patience. No good deed must go unpunished. Since you choose to judge my work without inquiry then I'll repay in kind. It's disappointing that someone who emphasizes constructive criticism is so
RikazeMA, your wall of text could have been summed up in a few paragraphs. Frogboy has mentioned that intel is a major AI problem (non cheating) so rejoice, this might get some developer attention.
It will be interesting when the big *cough* professional reviewers check out Elemental's expansion (the sold separately one) because by that time the game will be so changed they won't know most of it was patched in over time. Who knows? Maybe we'll see an expansion of the year award like GC2 TotA.
Is it possible to tweak the numbers to specific buildings? For example, having the barracks reduce upkeep costs in addition to faster training.
[quote who="WhiteElk" reply="30" id="2801837"] Not quite happy with that explaination. People want different things out of their emprie building games. For the most part I prefer long games having multiple big empires. Some people prefer shorter games with smaller nations. There are settings for that (or there where in previous Civ games). Late game tedium was always a factor in Civ games for me. When I reached the point where 
If more feed back is needed then perhaps an official review thread sticky might be a good idea. Of course, there would have to be some clear rules on constructive criticism. Keep in mind it's still way too early to be expecting the progress in our mod community to have a major impact, especially before 1.1 patch expansion is out.
[quote who="WhiteElk" reply="16" id="2801544"] I've yet to read anything of substance explaining why city spamming (building lots of cities) is a bad thing for empire building games.[/quote] There are numerous threads on late game tedium that discuss city spam and how it can ruin the fun of finishing the competition off. Basically, victory has already been decided and all that remains is a long boring grind that only ends up grinding the players patience. Unfortunately
Microsoft is already getting ballzy with its new product. http://www.wired.com/gadgetlab/2010/10/microsoft-windows-phone7/ http://www.wired.com/gadgetlab/2010/10/windows-phone-7-3/
The Onion recently *reported* on the subject. http://www.theonion.com/video/time-announces-new-version-of-magazine-aimed-at-ad,17950/ At the risk of sounding like an elitist jerk, entertainment news sells better than informative news. Big minds talk about ideas. Average minds talk about events. Small minds talk about people.
IIRC the cut off was Sept 30th.