I forgot to say that some AIs do like to Curse some of your cities (+30% unrest I think), and you are not informed about that. You can only know by hovering the unrest stat, as said. To remove the Curse City spell, you need the Dispell Enchantment, in the Magic Tech tree.
SOLOSOL
I think something similar was dealt before in other post, because I also posted there about that issue. The conclusion was that the audio do exist, but it is very low. I have not checked it (by turning up the volume). What I do is just choose a detail screen, then the audio changes...
I rename the cities I want to be fortress and conclaves (Fort XXXXX, Conclave XXXXX), and let the rest to be towns. That is usefull for the begining, but once you have many cities, it is easy to forget renaming, and maybe you will change your idea (you find a better place for the fortress or conclave while the previous city is still growing). Anyway, I think you will not have many fortress if you want research and food. And if you want research, it is enough with the number of essence to dete
If you go to city details screen, and hover the mouse over the Unrest stats, you will see a tooltip with all factors modifying it. There are some of them, so to be brief, and for this case, the most important ones, are: - Conquered cities recieve a 40% unrest penalty, that will decrease over time (maybe around 1% per turn, so make the account...). That's what you are mainly dealing with now. It takes long to make a city operative after conquering it. - City dominion
I still play some games that got more than 1500 hours playing it (steam says), and I will not say they are masterworks, but they offer me what I'm looking for: entertainment. Probably, many people will say they are not even good games. But I don't get tired of playing them, not yet. And as juretrea said, some games may be considered masterworks, but they only offer some hours, then the game says, like a film: The end, that was all. How do you score the skills of a game to keep
[quote who="sjaminei" reply="11" id="3293566"]I've actually wondered why everyone keeps the AI bonuses linear. Why not make them get larger for the late game etc. with a "roof" to prevent it from breaking the game, you can even let some player triggers make them bigger. I don't want ridicilously powerful AI early, I want it late when my empire is in shape. [/quote] As someone that ignores about AIs, coding and all that, I sometimes wonderered about exactly that. To provide a c
One of the main problems I find with diplomacy is that, while in early and mid game you may not need too much of it, because you are very busy dealing with monsters, in the late game, there are almost no monsters, only the AIs left. All the weight of the late game is supported by the diplomacy, and it is then when it fully shows all of its weaknesses. Unfortunately, it has a lot of weaknesses: bugs like the city insta-razes, weird research points trade system, AI breaking NA pacts, ..
Very interesting thread. Once again, we got a discussion about Randomization or Not. First of all, since this game is strongly supported in randomized elements, I find that applying it to hero development should be part of it. I understand that affects a lot the idea of designing the hero that the player wants to have. But this way helps in trying different combinations, and I see it as each hero has his own "personality", with its good and bad things. Aiming for the "perfect" hero (war
Yes, I miss that choice: 'turn production to gildar' And another one: 'turn production to research'. Both, with their proper idle city bonuses. Who knows, maybe for a future expansion...
I'm starting to introduce small mods to certain aspects, as the vanilla still gives a lot of playing. Recommended mods I use: - snaking cities. I disagree with dev's concept in city expansion: if a city expands to a forest/river, it should be able to build pier/logging camp. I don't care AI balance in that aspect. - River bridge. Same. The idea of expanding a city across the river is very attractive. - Huge maps. Now I'm playing medium maps with many
I agree in general. Champions have suffered so many modifications since beta to vanilla, that the profession is out-of-date. Maybe adding it a bonus like +10% XP to champions in army, or something like that, would rescue it from forgotten times...(those times were champions ruled the world)
As a recent member I'll share my pov. 1. Strategy game single player. A complex game, with many features, strategies, different ways to play it... A forum is a perfect place to learn new tactics, details, mods, etc from other people. As said, the user profile is someone who wants to be informed. Can you imagine a forum for, let's say, counterstrike? I like that game, but I would never go to a CS forum. No need to. 2. The community. The people wanting to learn about the
I partially agree... I find logical that certain bonus may stack, like dodge or obsidian guardian. The boni are small, so you need many units with it to pay really a difference. Other bonus, like the shieldwall, I agree with that it should not stack, because of the ultrabenefits. If you want stack them, maybe they should be nerfed (+1 defense). OR boost a bit it and remove stack (+5 defense only for THAT unit). Finally, there are bonus that I'm not very sure about
Lots of thanks for this, it will help me and a lot of people. bladewinddraconu s If you do a thread-guide, I'll ask to be pinned ;)
I'm not sure what optimization is meant to be with the map size...as far as I know, the bigger map, the most optimization would requiere.... But after some large, extralarge and huge maps, now I'm playing medium maps with many AIs, to encourage land fighting and earlier battles...
Nice work with the golems, they really needed it. Thank you. After getting tired of the questmaps, I was planning in gilden for my next game, it's the best excuse to try your mod. I'll post feedback when I'm on it.
So maybe a close AI city is the guilty...that makes sense...Thanks a lot
I'm not very fond of giving a game a score in a decimal scale. Personal tastes and experiences can influence a lot, but now that everybody is opening their heart, I'll add my 2 cents. IMO the game should go for more than an 8, because it is very ambitious and I've enjoyed a lot during grand part of each game, and the replayability is high enough to play many games with different styles and tactics. I love the design of troops, the manage of cities, the way you can
I'm not sure if it is or not a bug. But in my last game, I let AIs to grow, while I did the same. When I went to Imperium Wildlands, it was all cleaned, only left that Demon Lord, or whatever its name. I killed it, went to the loot, and the tile spot to settle did not trigger, so I could not settle a city, and the empty wildlands of Imperium remained there... Does anybody know about this?
I would like to see a difference between: - Current "battle mages", with the staves, as just damage dealers. You can have bigger unit size (from 3 to 7). - Real magicians, able to cast spells. These should be one-man units (or up to 3) to avoid OP. To deal with them, my suggestion: These units are created from a new trait that could be called, precisely, Channeler. This trait allows the unit to channel the mana from empire to cast spells. The trait should be unlo
Can you provide some more info, to understand the problem?Do you mean that you could you click BEFORE the update, and not later? Does it happen with all quests?
I find city razing is part of the game, and a risk to deal with. That said, there are two long time issues here: 1- Insta-razing for AI and not for player is just not fair. 2- Insta-razing for monsters is infuriating, since there is no way to rebuild the city nor resettle the tile (salted land). 1 Should be fixed ASAP. Same rules is a must here. Everyday someone posts a complain about it, and many of us post to support it, still with the hopes of getting
stax77 Thanks for noting it. I knew that 'gracefull' only appears when having 'quick' and 'fast', but I did not know that prerequisite for 'acrobat'. For that reason, I find interesting to have a list of them with their prerequisites ;)
I also think that World events need some work. I wrote here some ideas at https://forums.stardock.com/433683 Anyway, I recently played a 4x space game, and liked the way they implemented the Events (the following classification is on my own). - Minor events each 5-15 turns. Things like some money bonus or penalty, a planet (city) that looses some of its population, a planet (city) that finds a new resource...things like that. A small surprise in the turn-after-turn, wit
It is curious, but it seems that many of us started by using Tarth for the first game. But what are good features, will become a nightmare when trying other factions. If you have some experience in other 4x/rpg games, I recommend customize your own faction and sovereing, and each game try to play a bit different (the replayability is great). But I recommend to stay always far from: - Master Scouts. You get used to walk with no penalties very easy. When you start another game w