I like all the ideas here. Larger units should gain experience slower. A Unit should be able to upgrade its size with the loss of some experience and levels and should require a minimal level such as 3 to 5. Upgrading should cost X amount of materials and the "potential" hit points should go up immediately, the hit points should then "heal" to their new high. Identical units should be allow to merge into larger units. Without c
yankeefox
I have had this problem when I order my guys to attack, but they don't because there out of move points. Next Turn: My guys are moving and the monster attack them, so I wind up on the square "Before" the combat has ended. You can't loot a monster den if the "Main" monsters is not dead.
Had an idea reading some other post should monster holds outside of the wild-lands create min-wild-lands the size of say and outpost that must be destroyed before you and plot down a city or outpost. I would exclude the sovereign founded city from this limitation. edit: Pioneer should absolute refuse to enter wild-lands or mini wild-lands, even when escorted.
I agree with the op to a degree. Right now a pioneer is defined by "an absence of gear." You cannot even upgrade them because they "lose" the ability to be a "pioneer," at least as of beta 2. Being a pioneer should be a "trait" and it should increase the base cost of the unit by at least triple. As some else pointed out the lore is your providing a safe heaven and now they want to go found a second city? As far a pub and inn allow for city growth I feel it is n
Outpost are more like trading post than forts. Being created by "civilians" and all. That being said I would love have the ability to have "forts" instead of outposts. Perhaps with a ZOC that requires the enemy to attack the fort before it can move past?
Top line info Bar needs to be two lines. about mid game my "research" and taxes button overlap annoyingly
I agree national wonders should burn upon conquest. I also like the idea of an unrest counter starting at 100% and decreasing by 2% each turn. However I would go further by adding a 30% unrest factor to all existing cities. As in "Your Making WHO a citizen!" It would have a 1% or 2% decrease each time but would be cumulative as in conquer three cities right in a row and all of your cities have a +90% unrest. Would definitely slow down conquest.
"wild" improvements don't use the city construction queue, which is a good reason not to connect to a resource before it is complete
no problem here, the game does seem to "stall" as it process all the housing upgrades. Maybe your already close to crashing and the program can't handle all the upgrades at the same time?.
what is the attack level of your archers?
[quote who="Lord Xia" reply="106" id="2870046"]I lost a game! I legitimately lost a fucking game! Fuck you Frogboy and your AI improvements! I suck at these games, how dare you make the AI try to kill me! But seriously, pretty fun now, I actually have to plan shit and try to win, or the AI will actually make an attempt to kill me...and they did.[/quote] What level world? and what level AI?
absorbed=blocked/dodge I think, I agree the lack of magic in auto, is bad
the only difference I see between manual and auto is a failure to retreat on auto resulting in a death to low level heroes or non-combat units, like pioneers.
I totally agree that adventure tech should reveal, not spawn, resources
Just thought of a simple, therefore better formula. Multiple the defense time the number of adjacent friendlies (including self) and divide by the number of adjacent enemies. A completely surrounded soldier would suffer a 89% loss to defense. While soldiers in a line facing each other would lose none.
Ok here is the field of play army vs army . . . . . . . . . . . F1 . E1 . . . . . . . . . . . . . . . . . . . . . . F2 . E2 . . . . . . . . . . . . . . . . . . . . . . F3 . E3 . . . . . . . . . . . . . . . . . . . . . . F4 . E4 . . . . . . . . . . . . . . . . . . . . . . F5 . E5 . . . . . . . . . . . ok Friendly three (f3) has two flankers (f2 and f4) which means (2+1)* 3 =9. Which means the first nine attacks in the round,
Ok one unit can on average attack 3 times. Three units can attack one unit in a line, that is 9 attacks per turn. However I find ingoring the other units in line unrealistic so here is the formula I would suggest. 3*number of flankers (+1 for self) attacks vs full defense per turn, idealy you want to exclude units behind the lines 3*number of flankers attack vs 50% defense all further attacks armor vs 25% defense (or maybe less)  
Weather you send a replacement caravan or not you get the bonus, so instead of send a new caravan to the same city send it to a new city. You might lose a little of the road bonus because it will take longer for the route to improve but it will give more trade routes bonus. Or I might be mistaken. That a caravan count for both cities, But I think I have seen the trade route exist even after both caravans have been destroyed
[quote who="illmunkeys" reply="5" id="2864137"] Ha. They do seem awful rare. Usually, I play kingdom to find wargs and play empire to find horses. [/quote] It might kill the immersion but having a generic resource that can be turn into either horses or wargs might be better, or it might not. Making it an option might be good to.
Reading another thread gave me an idea, are you rushing adventure tech? Becuase it seems based on reading another thread that world monster difficulty is tied to your adventure level. Not sure if that is based on an early version though. And personally I think that is a bad way to determine the world monster level.
[quote who="Nabbar" reply="3" id="2864106"]I think they spawn about as often as horses do. Goofy huh?[/quote] horses?, there are horses in this game? Are you sure?
[quote who="Silfiris" reply="7" id="2863900"] ...AND start training troops. [/quote] yeah and start training troops, they suck and will die but once you build the troops I described you can use them as expendable explorers
Let the defense of CiV begin: Dale was right civ V, as ship or patch within a week, was virtually free of bugs, if you define a bug as to when the game comes crashing down. End of Defence, let the trashing begin: Of course just because the game plays, doesn't mean it is fun or challenging. The AI CANNOT deal with 1 unit per Tile. PERIOD. which breaks the game to the point of making you not want to play it. Long bowmen firing over the English channel t
The lack of a tutorial make the game somewhat obtuse in the beginning Step one, build a farm and a hut. Step two build 2 workshops Step three build a study Step four research weapons get equipment Step five buy AND EQUIP head gear 1d, body gear 2d, arms 1d, now I usually get the +1 movement cape and boots Step six design a warrior that has all the same gear + get the oak spear. Three warriors plus sovereign should be f
well it has significantly lowered the crashes for me, only had one today. Although I did have a problem ending my turn. I think it was link to a unit set to auto explore who for some reason would not move in auto explore.