thadianaphena

thadianaphena

Joined Member # 4836768
1 Posts 25 Replies 11,210 Reputation

likewise you could turn the number to 8 and have "no bad cities". this is good for player and AI, and has made for interesting games, especially on larger maps. It would also "force" use of this spell to have "more cities", making the spell better.

7 Replies 5,963 Views

1. Butchers and tanners should provide Bonus A for horses and Bonus B for wargs. The horse/warg is likewise consumed by the butcher/tanner. Reminiscent of Colonization. 2. Mounted units should cost horse upkeep. There is no reason to believe every horses makes it out of battle unscathed. 3. I still think caravan escort with mounts would be great. It would help protect the wagon and give another use for mounts. 4. Maintenance

57 Replies 53,458 Views

that is the other issue i am trying to work out; the best option is that when the "upgrade" is selected and work begins, the improvement for empty lot is remove and replaced. I could also make 2-3 different types of lots to help the AI prioritize itself correctly.

8 Replies 5,482 Views

One more question: I am stumped about outposts/arcane monolith, I want to make some new additions of my own and I can't find the code that binds the outpost improvement to the outpost itself. I want to make a different outpost with it's own build options, rather than the ones already present. To give a small hint about lots: It is the first step of a small project I want to do. The lots might sound whacky up front, h

8 Replies 5,482 Views

I noticed the Empty Lot, small and large. Can I make both lots "buildable" and force all other buildings (actually, just one will provide a template) to use the lots? The idea is instead of "placing improvements where you want", you place "lots" where you want, then build your improvements on the lots. I will figure out the details of cost and everything else on my own, and upload for everyone if I can get it to work. 1. Wha

8 Replies 5,482 Views

Charge more horses per mounted unit upgrade troop size. Oh, and caravans. Give players an ability to "upgrade" caravans with up to 2 mounts. This means your 2 Wargs or Warhorses are "pulling" the wagon and will defend it if attacked. Each time a wagon departs, you may pay up to 2 or 4 mounts to "protect" it. If the caravan is attacked, it would simulate an auto-battle, and the mounts would increase the strength of the carava

57 Replies 53,458 Views

If every CityHub gave +2 Gildar in addition to what they do, many problems would be fixed. Early cities would help pay their way, and as costs increase in the late game, the value of "city hub gold" would decrease compared to the value of gold from other sources.

10 Replies 10,891 Views

[quote who="Daiwa" reply="94" id="3337969"] You ignore, or at least minimize, the economic mobility of our free enterprise system. Bill Gates, Steve Jobs, Mark Cuban - just to name some notable examples - started with zip and made not only themselves but thousands, maybe hundreds of thousands, of other people very wealthy. People move into (and out of) economic strata all the time. It is a myth that all the wealth just circulates among the already rich.[/quote] <p

133 Replies 585,513 Views

This with City River Bridge is naturally amazing. The one annoyance is you can actually make two cities come awfully close to touching but that can be controlled by personal actions (not expanding that way), its pretty deliberate to do. I like building the bridge, then another building on the other side of it. If the river bends, I like to play with how I place the pier and bridge for artistic design. The one balance issue is that you can "telepor

48 Replies 110,011 Views

I hope for an AI that plans attacks in advance and makes peace when war isn't "beneficial". When it loses 7 armies, it should think about throwing in the towel unless it has a reason to think it can win based on the units it can build, its ability to build them and what it just got beaten by.

15 Replies 11,206 Views

Crafting... Now, that is a ncie thought! There are materials in the game already, why not? Probably too much work for a patch, hopefully they keep it in mind as a feature for the next expansion, which could follow up with a DLC based on enhancing it.

15 Replies 8,892 Views

We need responsible Gun Laws, similar to having Responsible Driving Laws. Freedom of Speech has certain limits, so should Freedom to own Weapons. In Indiana, you are not allowed to own, purchase, sell, carry or display a butterfly knife, switchblade or throwing star. if non-firearm weapons can be regulated, then so can firearms. When your "Pro-Arms" groups stand up for my right to carry and use Throwing Stars, I will think a

26 Replies 169,126 Views

Responding to posters above. There indeed is more wealth, however all the wealth is at the top. There "might be" some kind of "potential" for wealth to be created on the bottom, however I highly doubt this will ever happen. As money is created at the top, it is distributed in wages (minimized) and brought back in pricing (maximized). Until the day that labor costs of the "mode" form of average employee are higher in value than they are, wealth wil

133 Replies 585,513 Views

All you need to do is copy changes from the core file and make a very slight alteration to the name. Personally, I am adding Mythic as a tag because few things in the game use the term and it gives modders an easy way to find out anything I changed. meaningless now, but over time, it could matter more if people incorporate any of my work into their mods. I always favor "tagging" things in this way just to keep order when using notepad++ search fun

16 Replies 19,464 Views