GFireflyE

GFireflyE

Joined Member # 4452479
2 Posts 354 Replies 1,369 Reputation

In MoM, when you built a pioneer, it would cost upkeep. Even when that pioneer built a new city, it was FIRST an outpost for several turns that still charged an upkeep. This mechanic helped prevent pioneer spamming as doing so could easily put you in the red. Maybe something along those lines worth considering? If a pioneer had an upkeep of 3gp/turn, I sure would pay more attension to making sure I only had a few out at any one time. Problem is that pionee

37 Replies 100,700 Views

My personal opinions entailed: @ strager I agree that pioneer spamming is a problem, but forcing an empire to wait till there capital is Level 2 would cripple you're empire's growth and really make the early game BORING. That said, Pioneers could cost a little more resources

24 Replies 14,793 Views

@ DGB246 I do use the lower/raise land spells. It's too easy to block out an enemy from reaching or...or the reverse, to push your zone of control across and lower the mountains for a back door assault. You're changing the planet...it shouldn't be a casual event...

13 Replies 4,836 Views

[quote who="mqpiffle" reply="27" id="3215052"] Quoting GFireflyE, reply 26 Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city. Actually, the outpost has nothing to do with the surrounding resources. You can have an outpost connecting to 'city A', while a resource only one tile away c

51 Replies 33,847 Views

[quote who="Bingjack" reply="10" id="3215028"] That said, I dont like the way City buffs scale with essence, in addition to being more versatile with higher essence. I wish the city buffs were a reasonable flat bonus, or scaled to a lesser degree with some other factor, like shards, and that at a +1 per 2 shards, not a +1 per shard. [/quote] I do like the way city improvements and buffs are scaled with essence. What I don't like is that all cities

15 Replies 9,707 Views

I was kinda hoping they wouldn't go this route. Having a road building unit is just going to encourage road-spamming. 'Road Segment' building would eliminate that as any two points (a point being a city or outpost you control) could only have one road, and you wouldn't have a choice in how it was built....only if it is built. I have more details in my First FE Games thread...but bottom line is that I think it would be really nice if you could enchant

36 Replies 36,021 Views

Fantastic update! Lot's going on in 0.951 Comments as follows: I'm a little leary about having 'road building' units. I fear that we're going to get road-spam in addition to pioneer-spam now. While it's definately worth testing, I still think the best way would be to build segments of road at a time and allow for some unknown in the road building. No mention of AI focusing on %unrest buildings. This is a concern for when

51 Replies 33,847 Views

[quote who="j_wl_b" reply="12" id="3213294"]I really like this idea. Right now I find conquering wildlands far far more satisfying then defeating other sovs. Lets face it, it's almost always an anticlimactic victory when you get around to destroying other nations. Giving each faction their unique boss with its own strengths and weaknesses would make the final fight of each faction a whole lot funner. I would only suggest one thing. If you defeat a factions special guardian you

16 Replies 59,072 Views

I really like the flavor that essence adds as being a 'wild card' to the game. You need to choose what enchantments you think are most important for your cities growth. The problem I find is right in line with the OP. Without essence, there isn't much point to the city other than to have another build queue. However, rather than make each nation have 'there own thing', I recommend giving everyone access to essence...just in varying degrees. <p st

15 Replies 9,707 Views

[quote who="Malsqueek" reply="28" id="3213928"]@GFireflyE: While I personally have absolutely no problem with the engineers build roads micro idea, I REALLY like the idea you put forward. It places emphasis on the fact that roads are tools that cities use to interact with their surroundings. The current system is awful. Not sorta bland, not irritating. Awful. [/quote] Thanks for the vote of confidence. I put a lot of thought into it.

36 Replies 36,021 Views

[quote who="UmbralAngel" reply="7" id="3213192"]I am okay with a 1 per faction upgrade to the guardian statue but just giving an AI a powerful free unit doesn't really seem like fun. I like being able to rush in the beginning and take out an opponent in the first 50 turns. I would hate to have to camp out their city and kill all their pioneers until I built up a big enough army to wipe them out. Combine that with respawning sovereigns and champions... it

16 Replies 59,072 Views

Could get a little complicated visually if a lot more spells are still to be added to the game... Nevertheless, awesome add as it's nice to see what you're getting before you get it. :D

20 Replies 41,369 Views

I have not played with the dynasty system before, so perhaps I don't know what I'm missing, but I don't feel any need or drive to have dynasties in the game, and imo, I think that would take away from the rpg element....not add to it. rpg'ing isn't about leaving a legacy...it's about the adventure and building the legacy.

13 Replies 9,263 Views

Not that this has anything to do with the game, but the concept is similar: If anyone has played the boardgame: Game of Thrones and the boardgame: Game of Thrones, second edition; you'll have noticed that the expanded concept of 'Garrisons' was made permanent in the game. Garrisons are defensive bonuses that a capital city of one of the major houses received so that there home territory in the game was extra hard to overtake, and hense would give them better

16 Replies 59,072 Views

[quote quoting="post"] These not UI changes, but things I would like to see changed. When building cities on river elbows, allow piers and other river buildings to be built. When upgrading outposts, please limit the amount of upgrades (perhaps start at one, and more are unlocked in tech to a maximum of 3). Also, it is very unintuitive that their upgrades take up the que in the whatever city it is closest to. Please just make them cost money and resources

4 Replies 2,996 Views

[e digicons]:omg:[/e] You have my undivided attention. Looks like a very interesting idea. I would think that outposts should have fewer level ups....maybe only 3 instead of 5. I would also change your naming convension: 'Hamlets', 'Keeps', and 'Wizard Towers' May I recommend that level 1 outposts all share some basic upgrade options. Maybe 3... Then when you level up into your specialization, you get acces to 5 more of that area

12 Replies 50,262 Views

Rasie Land and Lower Land do not cost enough, imo. 50 mana is nothing and you can completely terraform your nation if you wanted....and given the time. I do agree that further balancing should be done...

13 Replies 4,836 Views

Despite not doing damage, water's 'slow' and air's 'haste' really allow your units to do more damage. Earth tends to prevent damage. However, I do agree, it would be nice if you could choose any elemental shard route and have at least some way to doing ranged elemental damage as the caster...

5 Replies 2,916 Views

Yipes! Only one month? Here's my response: (1) "Elemental: Fallen Enchantress" should be the title. 'Elemental' because it's all about the magic shards...and essence now, but magic! 'Fallen Enchantress' if there is actaully a plot or storyline about one. In addition, the plot or storyline shouldn't exist only in the campaign...it should also exist to some degree in the sandbox mode so that users can choose how they want to explor

172 Replies 674,736 Views

Wow. never knew that the resources were directed to the nearest city, despite the outposts affiliation. I have assumed, and I think it's a fair assumption, that the resources be directed to the outpost, and the outpost ships those resources to the city it's linked with. To that end, outposts should be able to change which city they are to be linked with. I don't think they should be able to pick any city in your empire...perhaps just one of the closest 3....t

3 Replies 2,785 Views

[quote who="Winnihym" reply="18" id="3212892"]I'm not looking for a return to tile by tile engineers either. I want the tech points now (build roads to cities, build roads to outposts) to instead be three levels: path, road, and enchanted road. +1, +2, +4 to movement on them, available when the proper civ tech is researched. When available, I can think of two ways to do the actual building. 1) let me select "build roads" as a button in the strategic UI, and let

36 Replies 36,021 Views