charon2112

charon2112

Joined Member # 3496127
32 Posts 461 Replies 21,000 Reputation

[quote who="mriguy" reply="46" id="2860446"]Every joke has an element of truth. Why mention 'streamlining' unless he knew that is what has disappointed so many with the Civilization series. I am sorry, I do not find anything amusing about the statement.[/quote] The guy who wrote the post about the button...is not Jon Shafer, repeat not Jon Shafer.

261 Replies 942,095 Views

[quote who="Derek Paxton" reply="16" id="2859373"] Toby and I were making fun of each other in skype today until one of the new hires laughed at both of us for all the back in forth in skype when we were sitting right beside each other at adjacent desks. Welcome to Stardock. BtW, I had a great day. All three of the new folks are amazing, and we are lucky to have them.[/quote] Derek, did you

126 Replies 81,449 Views

Believe me, I don't think that my little idea here is a perfect (or even great) solution, but I would like to see some kind of system implemented to make city placement somewhat strategic. Also, I don't mind a system put in place to control city spamming. Increasing costs for cities would work and is perfectly fine for me. It may be arbitrary, but I'd prefer an arbitrary city spamming control system to none at all.

52 Replies 25,774 Views

Controlling city spam is very important, but I consider it a separate issue from what I'm talking about...which is simply that I want some strategy involved in where I place cities. I want it to matter if it's a desert or forests, or plains, or grasslands. Those things should affect a cities production. Heavenfall, you said why replace a system that works, but I don't see the current system as working. City spam is alive and well in 1.1, but it's eve

52 Replies 25,774 Views

[quote who="Heavenfall" reply="14" id="2852122"]I'm not sure I like this. This makes it so that you can get an abundance of resources from every part of the map, instead of having to focus cities on the few resources that exist. What is there to stop this deteriorating into another case of "spawn a city every 5 tiles apart" aka city-spam?[/quote] I hear what your're saying, but isn't EWOM like that now? Spam cities all over the map? ...what I'd li

52 Replies 25,774 Views

I really wish that the landscape and terrain had more to do with planning city layout. As it is now, unless there's a resource nearby, the terrain is almost meaningless when it comes to planning your empire. I'd like to illustrate my idea below. In this screenshot is a city from my current game, you can see the cultural border to the left and top of the picture. Also, to the Northwest of my city is a mountainous area, with some hills. To the North is a

52 Replies 25,774 Views

Well, I know that you can do that. But putting down cities in an empty world is way less fun. Exploring and discovering great future city sites seems like a thing of the past. I think this is all part of my bigger problem with Elemental, it seems like most of the effort is going into the magic, RPG elements, and the tactical combat...and much less into the empire building (which is--no surprise--my favorite). This is compounded by the f

46 Replies 26,644 Views

[quote who="Dsraider" reply=" 1" id="2848947"]Probably just a bad game. Resources are rarer now but you can still find more than that in most games.[/quote] Resources are rarer? That's horrible, if anything we need way more resources. A problem that I'm running into is I don't have any desire to build more than my capital, because there's just nothing at all out there to make it worth building a seco

46 Replies 26,644 Views

[quote who="joasoze" reply="7" id="2849264"]Yep, more quests, more monsters, more tech and more content in general...[/quote] I'd also like to see way, way more pre-game set-up options. More on par with GC2.

31 Replies 23,102 Views