stein220

stein220

Joined Member # 3408409
1 Posts 56 Replies 20,460 Reputation

Sometimes I like dense cities. If I want to control a large state, I don't mind the pioneer-spam/land-grab in the beginning, so long as every faction has similar opportunities. However, sometimes I might want to play a more empty world. Perhaps there should be a setting for "settle-able" tile density, apart from resources? I played a game on a medium map (all settings normal/medium) as Kraxis where I had 5 cities by the time i ran into the first other

7 Replies 5,648 Views

[quote who="Kongdej" reply="3" id="3218328"]But aren't we rebuilding civilization after some great disaster war? Meaby put a city in a wildland or something though Sincerely ~ Kongdej[/quote] Yeah, in my initial idea it was just a raw settlement with no "buildings", just a crappy little hamlet where peasants have banded together after all of the destruction. Like a bandit camp but it has women and children and people who aren't violen

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It's not terribly consistent, but during some of the larger battles, certain sound effects don't play for the whole battle, but some do. I was playing as Altar last night and using a lot of axe-wielding troops like the Chosen and Redwatch. Their strikes would often be muted when they hit enemies, but music and other sounds and hits did play. On the bright side, I didn't encounter any slowdowns.

1 Replies 2,583 Views

There could also be a few special cities like this that are more built up already (more buildings, good stats, some special ability) and they could be more for the midgame. the requirements to get them could be higher to reflect their better value (tougher defenders and quest, higher price, etc.)

7 Replies 4,985 Views

Along with (in lieu of?) using pioneers to settle new cities, what if there were some neutral settlements that you could acquire as cities in various ways? The settlements would likely have no buildings and minimal population like new settlements from pioneers. These might be: 1. conquering them with troops like enemy cities (at the cost of increased unrest, and maybe less influence) 2. completing a quest for the inhabitants. any empire could get the que

7 Replies 4,985 Views

[quote who="Yarlen" reply="57" id="3212902"] Quoting bilun, reply 19Also @Yarlen: I have a quick question I've been meaning to ask on the topic of the Advent Loyals: Since implementation The Coronata's Repossession has never applied on-colonization effects, most notably Assimilated Populace, which especially now with assimilated populace being buffed is going to matter. My question is this: Is this a bug as most people assume or was it a concious decision on the part

175 Replies 549,180 Views

[quote who="BlackRainZ" reply="1" id="3213268"]It is easy to select an outpost when you have soldiers on it or to select anything which is under a stack. Just click two times. The first click will select the troops, the second click (on the same tile) will select the outpost.[/quote] Thanks for the tip. I've accidentally done this but didn't quite realize how I was doing it. That said, garrisoning troops would still be a cool feature, maybe as a bonus from certai

6 Replies 29,413 Views

allow outposts to garrison troops. whether or not this is implemented, if there are ungarrisoned troops on an outpost tile, there should be an easy way to select the outpost. Often times i have soldiers on it to guard it but then I can't select the outpost itself if I want to upgrade it. If I'm missing something, let me know.

6 Replies 29,413 Views

When talking about this game with friends, I just call it "Fallen Enchantress" because it's easier to say. It's a cool game title and I don't think the word "Elemental" really adds anything to it. Having "Elemental" in the logo would be fine though to connect the lore to the previous game. Random events: Plague - all cities' populations drop, cities don't lose levels though. Mite invasion: mites spawn all over the map and set up new lairs <

172 Replies 674,987 Views

"Re-settle-able" likely isn't a word in English but in the world of Elemental it should be. I had a forest drake wander into my territory from Resolin fairly early on (my sov and champ were probably around level 4 or 5) and obliterate 1 of my 3 cities. Maybe I should've built a warden closer to it so all my borders were covered. Not sure if a warden would stop a forest drake. Given that I was hemmed in by other empires, the loss of that city was game o

1 Replies 2,818 Views

or if governing champions just randomly went into battle against discontented townspeople or rowdy drifters and had to knock some heads to keep them in line. yeah, running a town ain't so easy, is it, Lisbeth the Light?

40 Replies 98,641 Views

[quote who="seanw3" reply="1" id="3209167"]No. The point of a non-aggression pact is that you can't cancel it and declare war. What would be the point if you could?[/quote] The point would be have some assurance that you don't need to guard a border for a while. Germany had a non-aggression pact with the Soviet Union until July of 1941 (when they invaded). That said, I see what you're saying in game-play terms; it would seem a bit trifling. A way to imp

4 Replies 11,016 Views