stein220

stein220

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

perhaps the rivers in Elemental are diseased and polluted due to the cataclysm so cities can only be built where there are natural wells (I realize there is a Well improvement you can build in Towns; I think of that as a more advanced municipal aqueduct system that utilizes the existing aquifer). made me think of this article I read today. http://www.slate.com/blogs/quora/2013/05/21/medieval_europe_why_was_water_the_most_popular_drink.html

26 Replies 25,426 Views

[quote who="parrottmath" reply="3" id="3350299"] If this is the course Stardock has chosen to go down... I must say that it is the wrong way to be headed.[/quote] yeah, they're really sticking their necks out on this time.

13 Replies 28,764 Views

I remember that custom units and sovereigns had this problem during the original FE Beta. weird that it's popped up again. Usually, exiting and restarting the game did the trick for me. I haven't seen this in .85 yet myself.

13 Replies 28,764 Views

It's too perfect. I'm not sure why I didn't think of this before (probably someone else did but I missed it), but a cool option would be to have a buffed up sovereign, but if they fall in battle, the faction is defeated (AI or player controlled). The sovereigns should probably have extra health and maybe start with a few extra-levels. This would give you the incentive of bringing them out to fight from time-to-time (throw in faster leveling?), creating an interesting r

6 Replies 44,632 Views

the only issue with using the map editor is you know what the continent looks like ahead of time. it might be nice if you could set the number of AI players to zero if you just wanted to play around and explore with with quests and wildlands without being bothered. I like to fight big wars myself, but it might be an interesting change of pace.

63 Replies 142,072 Views

it could/should also take considerably longer to train cavalry (increase their production cost?). I think that would be somewhat realistic and cut down on the availability of mounts using existing game mechanics (in addition to reducing the number of mounts from resource nodes, which I support).

54 Replies 235,935 Views

yeah, i see an over-abundance of mounts as well (i mostly play on temperate maps). I think reducing the amount of mounts provided per turn would be best in addition to requiring higher wages, this way, you have a decent chance of having at least some cavalry in your army. having said that, a faction trait that doubles the number of mounts you get from said resources would be interesting if you wanted to make a hun/mogol/dothraki custom faction.

57 Replies 53,458 Views

[quote who="NorsemanViking" reply="18" id="3339025"] An alternative could be to be able to hit a unit one tile away with the spear, but that would have to be evry turn, not just every 5th turn. Anyways, I like the current mechanic too. As people say her it has added alot to tactical battle.[/quote] i was thinking something like this as well. even a 6 ft spear will give you a range advantage over non-polearm weapons. there would definitely be more opportuni

46 Replies 18,313 Views

[quote who="SCampb29" reply="12" id="3335984"] To some extent having it early can make the game more interesting; it recently forced me to go to war with a power I really wanted to wait longer on when I saw the towers going up. [/quote] This is why i feel it's not so bad so I don't disagree (but making it a little harder would open up other endgame options). However, the AI should be programmed to react as you (and I) would and the building of towers should c

32 Replies 97,233 Views

hightower mostly to expand connections and get more resources. I do use the armory and fortification upgrades just in case, i can only think of a few instances where i felt they made a difference in battle. Maybe i need to try to use them more "offensively" and plop them down near monsters i intend to fight.

155 Replies 132,930 Views