ddd888

ddd888

Joined Member # 3558148
1 Posts 143 Replies 15,697 Reputation

[quote who="Kongdej" reply="16" id="3242934"] To me prestige doesn't matter until you have conquored atleast 1 enemy players, since I personally can only find 2-3 spots to settle (small or medium maps) or 3-5 spots to settle (large), these cities fill to the food limit "almost instantly", they grow very quickly and then I spend tons of turns looking at my growth not being used for squat.[/quote] yes this is exactly my normal playthrhough </p

30 Replies 18,572 Views

[quote who="Rincewind-42" reply="11" id="3242876"]It might be that you misunderstand each other because you are talking about different phases of the game. In the first turns, growth is great because it lets you reach level 2 pretty fast. But then you usually hit the food barrier, and that actually encourages city spamming, since you don't lose so much growth with every additional city you got. The punishment for having too many cities only kicks in at mid-game. In t

30 Replies 18,572 Views

[quote who="Tuidjy" reply="9" id="3242817"] I can never have too much growth. Usually by turn 100, I have 10-15 cities of level 2-3. Usually 2/3 of them are towns, there's at most one native fortress and the rest are outposts and conclaves. At that point, my towns build wells and inns like crazy, second only to the grocer line, and all conclaves have a growth spell. [/quote] lol? turn 100 10 15 cities lvl 2 3? you basically saying at tu

30 Replies 18,572 Views

[quote who="GFireflyE" reply="2" id="3242588"] Next beta release they are removing prestiege from the hero techs. Don't know how much that will impact growth... [/quote] yes but thats bring the balance even more on the civ techs, it is ok in the balance of the magic tree itself i surely agree but im more focused on civic compared to others but you are also right that generally hero techs are taken quite soon and this migh

30 Replies 18,572 Views

[quote who="GFireflyE" reply="16" id="3242539"] I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced.[/quote] yeah ok number wasnt really though through :P [quote] But, I must ask, why would a more successful empire generate a higher unrest?[/quote] your native ppl is angry because you feed other cities and give resources around instead of them </

17 Replies 4,525 Views

it seems that it would solve multiple problems -civ techs being the best choice for a long part of the game -city growing too fast and with the new level up bonus its a bit too much -making things improving growth a factor, right now you would NEVER enchant a city with growth or value a champion providing growth after reading others opinions i changed slightly into -moving prestige from first techs to other later techs

30 Replies 18,572 Views

yes but on the other hand not having them with lvl 1 champion you hire at start is a HUGE rng basically now they are strong, but balanced since you have access surely to 1 but most likely to 2-3 they are OP per se but they dont unbalance the game as a whole moving to lvl 2 unbalance things, untile all enchants are equally strong

17 Replies 4,525 Views

problem is that inspiration is not free, of the 8 main sovereigns only 2 has it i think so basically the odds are in more than 50% of the games you wont have inspiration between the sov and the first champion lvl 1 this makes propaganda AT LEAST viable but surely its situational, if you find a very good champions lvl 7 for example or if you want to upgrade your sov gear while having troops to mantain etc etc

15 Replies 7,372 Views

you got me partially wrong i didnt mean a real turn limit like that i just meant that mites and wolves should have only few money, a potion and stuff like that, and it should be much harder to progress killing a banished ogre is np, but sometimes between the first "array" of monster you get some imba drop but ehy, its nothing to worry about, devs are just giving a lot of attention to balance and monsters these days, im sure this will be checked <

15 Replies 7,372 Views

as a side note we should know or at least have an idea of what is gonna be at release and the basic plans anyway the easier things i needed were #3 calculation for stats different from "value" Does the UI need change to reflect this? no its an internal thing How is the AI going to interpret it? </span

60 Replies 192,538 Views

[quote who="Emperorjarin" reply="101" id="3242111"] Quoting Kongdej, reply 82Am I the only one concerned about the "Base 4" reduction or boost being reduced will result in a much poorer spell, I am all in for less scaling on shards though, on all the spells hopefully. You're not the only one. I am worried that an already poorly-implemented strategy (pure support caster) will be nerfed into oblivion with the reduction in base effectiveness with haste/slow, especially

158 Replies 60,881 Views

more than item prices should be tuned down the quality drops and monster difficulty in general should be tuned up (they are doing this btw so it will reflect in money gained from drops too) anyway many low level lairs give too high loot, this both contributes to making champions snowball and like you said is often a better way to gain money while for the first 50 100 turns you should about never drop anything better than normal leather and base weapons (

15 Replies 7,372 Views

do you mod while playing? a couple of times it happened to me and i think its because changing xml interfer with actual game, some xml is read during the game one time i just couldnt keep playing anymore

49 Replies 35,100 Views

he gave a lot of aoe (unsure about this, seems too strong to have high dmg as warriors should have AND aoe, but i could lower the dmg a bit) many counterattacks (this i like, when you get hit instead of taking less dmg like a defender you hit harder :D , kongdej may cry, ill probably add 1 counter to warriors, not more though) flurry is interesting, but too exploitable giving real turns ( if it doesnt give turns then its just a stronger dbl attack ) but as it is could make war

7 Replies 7,025 Views

[quote who="Kongdej" reply="16" id="3241746"] Quoting Lord Xia, reply 9They can't die. The system isn't made with the ability to create more, so losing them permanently is problematic. Thats right, I wouldn't mind champions dying after 7-9 wounds since... well same same, but I would rather they would be retired as city governors, even for a meagre 5% bonus until I decapitate them. [/quote] this could be a nice skill , you decapitate your defe

20 Replies 15,316 Views

well some active skill with crowd control effect cant hurt but i dont want to exaggerate with them, moving stun on warrior is an option maybe as for buffing i already made a subclass commander for the defender path providing army improvements and moved there all stuff like that maybe i could differentiate giving the defensive army buffs to commander and the offensive ones to warrior, dunno or maybe some army debuff for enemies &nbs

7 Replies 7,025 Views