Sanati

Sanati

Joined Member # 4128257
0 Posts 93 Replies 9,890 Reputation

[quote who="Eldorad" reply="38" id="2652899"]The problem with being allowed to garden spam is that it lets you build cities anywhere, which leads to city spam - we want to avoid this. The change makes rare resources more exiciiting, and should allow cities on rare resources to specialise - your bee hive city produces the food for your empire, whilst your iron ore city produces metal etc. This way 3-5 cities is the norm for a game, which seems about right to me.[/quote]</

219 Replies 338,949 Views

[quote who="KellenDunk" reply="22" id="2652826"] I don't think the system will take away from possible specializations. Especially if the system contains more nationwide unique structures.[/quote] If you can only build 1 of each type of building, that right there pretty much tells me you can't specialize a city unless the building cap is reduced substantially (like 1/5 of what it is now) or many new building types are added (which would defeat the stated purpose of the chan

219 Replies 338,949 Views

I've experienced this as well. A specific example was I sent one exploring (manually) and I found an inn a good distance from my cities, and there was a skath leader standing next to the inn. Now I wanted to see if the inn was still active (I guess NPCs can get quests from inns in which case the inn becomes useless?) and I didn't care too much about that character. So I moved them onto the inn (didn't get a quest) moved the screen back to my cities to do some stuff, then ended the turn. That

2 Replies 1,700 Views

I know you can't please everyone, but I'm disappointed in the city change. I think most of the complaints about the current system are from people who don't really understand the food system or aren't researching the housing upgrades. You only need like 10-12 villas to max a city right now, and gardens are optional if you just go out and look for food resources (one bee hive with a granary is 30+ food). I really like the current system where you can make specialized cities, and you are puttin

219 Replies 338,949 Views

I've seen horses since Friday. Couldn't do anything with them, but they were there. I haven't played yet today so I dunno about a new sovereign.

8 Replies 1,585 Views

When I've had this happen nothing in the game could be interacted with at all. No tooltips for hovering over units, no clicking of any UI elements, it was just totally frozen. Yet just like the OP the music kept playing and the mouse was still movable and still looked like a feather. Had to minimize the game and end the process after a few minutes of nothing happening. Something similar happens very often when I try to load a game. It just get's stuck at the "creating world" screen pl

5 Replies 2,274 Views

Lady Irane's thief ability is bugged. It's supposed to give additional gildars every battle, I'm not sure if it actually gives the bonus gildars but the message that appears always looks like that. I've seen the same thing with both harbors and fisheries.

2 Replies 1,232 Views

There is going to be an adventuring research tree, I'm sure that's going to have a big impact on adventuring. [quote who="Raven X" reply="9" id="2650118"]Also I've noticed wandering NPC's can pick up goody huts. If they can do that then I expect them to have what-ever loot that was if I hire them or kill them to take the loot.[/quote] They do not, and it does suck. Personally I think if we kill an adventurer we should be able to loot everything they had equipped or in their ba

16 Replies 11,527 Views

I think fisheries are bugged all around. Most of the time I can build them on dry land, and wherever I do build them they never finish construction visually (they always look like a construction site, even hundreds of turns later). I thought I saw somewhere that building them on land was normal but they'd only produce 5 food instead of 10, but I still only get 5 food from them when they are on a beach. You can only build a farm on fertile land, and you can only build a granary if you

15 Replies 1,678 Views

Ya I'm not sure how accurate that combat rating is. It's looking at multiple variables but not really how they effect the outcome. For example if you have 10 soldiers with 1 def and atk and 5 HP each, I believe it's going to have the same rating as a single unit with 50 HP and 10 def and atk. Yet each of those 10 units is only attacking with 1 atk and wont be doing any damage at all to a unit with 10 def while the 10 atk unit will be killing them in one hit. The rating might be the same, but

6 Replies 2,806 Views

I mean you have to make these sort of suggestions now. If it turns out to be in the game later, great, if not then you know you at least made the suggestion when it might have mattered. I would really have to agree with all the points and more. Just dressing a generic unit in armor and giving it a weapon (and maybe casting a spell on it) is extremely boring. I was really hoping for a wide variety of diverse units with unique mechanics. Things like units that can stealth

9 Replies 8,961 Views

I see no reason to use those outposts or whatever. There's no negative side effect to simply building another city and stretching it out to reach as many resources as possible. It looks silly but it's the better choice gameplay wise. Maybe they should make it so mines and such can only be built at outposts.

15 Replies 1,678 Views

[quote who="zampolit" reply="1" id="2650874"]Makes sense, cause its xx amount of food to BUILD a house...not maintain. [/quote] I don't really think that's the issue. If you destroy the houses people shouldn't have a place to live and they should leave. Since population determines city rank, the rank should drop. Though I think an easier solution would be to prevent the destruction of any building if it would cause the max population to fall under the current city level.

4 Replies 2,047 Views

Those skath leaders and similar monster types with combat ratings in the 80s and 100s are supposed to be high level boss monsters that are erroneously spawning with the level 1 monsters with 9-20 combat ratings. Keep in mind it's the normal skaths that have low stats, the skath leaders show ridiculous stats from the start. Don't attack the wrong one. And yes at leeboy, the lizard things are called skaths.

6 Replies 2,806 Views

[quote who="Ron Lugge" reply="6" id="2651107"] It's not a tetris 'minigame', it's a rather sensible restriction. Your city has to be one contiguous block.[/quote] Several buildings (lumber mill, fishery) don't follow those rules, and for the ones that do it really is like a tetris minigame as you find a way to snake your city out to the resource you want. I have cities with a single wide string of 1x1 buildings that stretches out far from the city until it touches a mine

15 Replies 1,678 Views

I'm finding that certain research items have far too big an impact on the game to be ignored in both trees. For example without the ability to create markets (the 4 tile buildings that give like 6 gold per turn) you really don't have enough gold to do anything, and without certain equipment breakthroughs your units (and cities) are completely helpless. Those are just two specific examples, basically I'm finding that all around you need to go heavy into both civ and war research at a mostly eq

0 Replies 560 Views

I chose not to save him when I got to the cave and got a free sword (10 dmg), and then I received the popup telling me I successfully saved the knight and completed the quest twice in a row.

4 Replies 1,520 Views