GFireflyE

GFireflyE

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

But then comes the question: What happens when you can't pay? Do they disband? Do you get to choose who disbands? Do they riot? Do they become dormant again? Not saying that this is a bad idea. Quite the opposite. Just needs some fleshing out.

24 Replies 30,203 Views

[quote who="LNQ" reply="101" id="3242579"] Quoting Frogboy, reply 87 Monsters don't target outposts or improvements. (I'm giving away my secrets!) Those get destroyed due to them being on the way. That sounds stupid. [/quote] This ties in with the auto-raze feature. Would be nice if a raze option was given to you as you passed over an improvement. For monsters, code can be changed just try raze after every

124 Replies 257,387 Views

[quote who="JaboJoggins" reply="7" id="3242550"] Quoting GFireflyE, reply 6 Quoting Aygis, reply 5+1 It would feel more in line with the other uses if you must spend it to generate an effect. Aka: Give 50 Influence-Point to a faction – gain +x Relation for y turns… Precisely. That sounds super boring though. While sitting on a stockpile of influence sounds fun. [/quote]

24 Replies 30,203 Views

[e digicons]k6[/e] Great suggestion for tactical battle!! Would love to see such a feature added in. [quote quoting="post"] Game start is always the same approach. Spam pioneers; research civ to get Cooperation (so you can build groups); explore with heroes. The world doesn't make me play any differently each time. The AI doesn't force me down a particular line. The resources I find don't give me opportunities to exploit a different approach. By mid game I ha

15 Replies 20,559 Views

[quote who="harmonius_" reply="10" id="3242460"]+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck. [/quote] I agree with you there. But that's why I've suggested that every city be able to eventually build a scrying pool when tech XXXX is reached. Paradin would get have their scrying pools increase to +2 bonus when that tech XXXX is reached. That way no city will suck.

15 Replies 7,370 Views

[quote who="ddd888" reply="15" id="3242471"]the solution would be civ like every new city add 10% unrest to the whole empire so you cant rush build cities same as civ etc etc [/quote] I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced. But, I must ask, why would a more successful empire generate a higher unrest? By that same token, one could argue that when a city l

17 Replies 4,522 Views

[quote who="Aygis" reply="5" id="3242513"]+1 It would feel more in line with the other uses if you must spend it to generate an effect. Aka: Give 50 Influence-Point to a faction – gain +x Relation for y turns… [/quote] Precisely.

24 Replies 30,203 Views

[quote who="Lord Xia" reply="11" id="3242505"]Influence is something for nations with henchmen and the rest of us don't do much with it really. [/quote] That's why I was proposing this 'more inclusive' change. As is, even being Altar, influence is BORING.

18 Replies 12,359 Views

@ CogBurn : Simple solution here would be for the sovereign and other heroes require an upkeep such that you required cities to maintain them. The higher the level of champ, the better the city(s) you need to support them. What I found very curious is that people cried for more difficult game play and it was grante

150 Replies 539,934 Views

Good Morning I like the idea so much, that I'm vainly going to put it in it's own thread: Currently as I understand the concept of influence, it serves two purposes in the game: Altar needs it to build henchmen. Kraxis can use it to 'buy' neighbouring cities (I think) As for the rest??? It sits there and grows? You can trade it away, to which every AI loves the stuff...but they can't use the stuf

24 Replies 30,203 Views

[quote who="Wizard1200" reply="8" id="3240010"] I think this would be better balanced: Inspiration - + 1 reseach / city level - 25 mana Meditation - + 1 mana / city level - 25 mana Enchanted Hammers - + 1 materials / city level - 25 mana Sovereign's Call - + 1 growth / city level - 25 mana Oppression - 10% unrest reduction / city level - 25 mana Propaganda - + 2 gildar / city level - 25 mana

17 Replies 4,522 Views

I don't think FE is going to end up that way in the end as Stardock continues to balance and tweak the current per essence system, however I am beginning to see the advantages in changing the system to a per citylvl instead. Larger cities then have larger impact of the enchantments, which can kinda make sense. A problem can occur as all cities can reach lvl 5, whereas most essence is only gets to an average of 3. <a id="ctl00__Content__RepeaterReplies_ctl07__LinkUser" class=

15 Replies 7,370 Views

Don't have a screen, but Altar with a 3/3/2 nearby a prestiege location and a fireshard. A 3/3/2 nearby a prestiege location beside. Expanding my empire gave me a 3/3/1 and a 2/4/1 and another 2/4/1 and a 2/4. I've just spotted a 2/2/3 that I'll be taking. (I think those were the numbers.)

11 Replies 8,078 Views

[quote quoting="post"]As of now there are eight factions plus wildlands which can be represented on the map. Several colors are too close to distinguish territorial boundaries easily. I suggest changing a few colors around as follows: Ythiril - White Gilden - Yellow Kraxis - Similar Yellow => silver Tarth - Green Wildlands - Similar Green => black Pariden - Light Blue Resoln - Similar Blue => pur

24 Replies 10,163 Views

K, so now we know how to get influence....but what in the world do you USE it for??? Yes, I know Altar needs it to build henchmen. (I think there was one other thing that you can use influence for too...ah yes...I think Kraxis can use it to 'buy' neighbouring cities). As for the rest??? It sits there and grows? You can trade it away, to which every AI loves the stuff...but they can't use the stuff...is there any other use that I am not considering???

18 Replies 12,359 Views

It completely depends on the type of game you are playing. If you're focusing on hero development, then rpg is going to be your income source. If you've focused on city development, then you need economy to be your income source. I've had some games where I was pulling in 60gildar/season. They both serve a purpose. Only thing is that in FE's current balance state, hero development is much easier. I think that will change more come next beta. In

15 Replies 7,370 Views

[quote who="taltamir" reply="114" id="3241878"]Nerfing champions into oblivion would NOT achieve brads vision where the player chooses to invest in one or the other and where playing "sauron" is a viable path. It would merely mean that champions are useless and only cities matter. [/quote] Then you have a choice: Either: heroes gain XP too fast to the point where city strategies are not viable. OR heroes gain XP too slow to the poin

150 Replies 539,934 Views

Some very interesting changes just posted in the OP. The tech trees have undergone quite the change. Range was nerfed. Prestiege was nerfed. Lot of little tweaks. This is going to be a whole new game again. XD

158 Replies 60,843 Views