Gwenio1

Gwenio1

Joined Member # 4229085
4 Posts 280 Replies 12,650 Reputation

It gets worse when you get refined weaponry, which ups Dragon Infernal's damage as it is based on the dragons's attack. At the time I was just starting to take building an army seriously, so I had lots of gold to spend. Being in a great defensive possition, one stack (500 something combat rating) held off all attacks for most of the game till I had reaseached all upgades that unlock better units / equipment.

14 Replies 5,355 Views

Then speculate on what they might be, there is no reason not to make ideas availble before the change. In any case, even if there are supports to make it work (what? buildable structure for every town? building the globally increases output from mana sources? The former would defeat the purpose of making the use of magic more strategic.) one is a boring number to me. They should have shards give more like five mana, double or triple spell cost, and make high level summons and enchantm

148 Replies 127,874 Views

[quote who="Frogboy" reply="1" id="2778171"]Your sovereign is the powerful Channeler who generates +1 mana per turn. Each time you capture a shard (which in v1.1 willl have 1 seeded near where you start) it will provide +1 mana also as well as amplify certain spells. When you imbue a champion, it costs -1 mana to maintain. When you summon a creature, it will cost -1 mana to maintain. Thus, if you want an army of spell casters, it comes at the cost of having your sovereign being as

148 Replies 127,874 Views

To add to the initial idea, there would be a re-researchable upgrade under civilization that reduces the cost so it does not become pointless to get more towns late in the game on large maps.

15 Replies 14,005 Views

[quote who="Frogboy" reply="1" id="2778171"]What we are going to do in v1.1 is this: Your sovereign is the powerful Channeler who generates +1 mana per turn. Each time you capture a shard (which in v1.1 willl have 1 seeded near where you start) it will provide +1 mana also as well as amplify certain spells. When you imbue a champion, it costs -1 mana to maintain. When you summon a creature, it will cost -1 mana to maintain. Thus, if you want an army of spell casters, it

45 Replies 28,441 Views

I almost got to twelve dragons, but decided to go with eight when I almost had enough income to pay the upkeep. Then I loaded because that many on a small tile looked silly and way a waste of power. I ended up giving each campaign army a pair of dragons, and decimated the AI's troops.

14 Replies 5,355 Views

Note: the merchant selling food and there by reducing production is illogical. He would be selling it to the people of the town and then you tax part of the profit. The only way it makes sense would be if he is selling it elsewhere, which is the caravans' job.

26 Replies 82,315 Views

Converting Shards = BAD. The reason is it would make it far easier to reach the point where your spells devastate everything and would make the AI which does not make great use of magic even more of a push over. Also it would make the Spell of Making easier to achieve, and it grants instant victory in some cases. The rest sounds more reasonable, so I will give it some more thought before commenting.

4 Replies 2,260 Views

[quote who="fsovercash" reply="14" id="2777987"]With that being said, monetary wealth is always a measure of the overall economy of a place - it never comes straight from gold mines. I think it would be better to do away with gold mines altogether and make wealth come from taxation (giving us a reason to have people in the first place) and from selling resources in the markets. However, we need to be able to sell more than just food. I really want a market that sells materials. They just pile

26 Replies 82,315 Views

I like the idea that cities can only be placed on the appropriate terrain, though the creation of cities should still require a pioneer. A spell would be needed to prepare an area for settling, otherwise it would take too long to settle much early in the game. However it would not be as effective at deterring city spam late in the game when cities have large influence areas and spellcasters are more common, and if the incentive to do so is still present people will do it. T

28 Replies 25,263 Views

[quote who="Krauser" reply="82" id="2777734"]These suggestions are pretty trivial compared to the magic overhaul which reportedly is in the works and artifact creation, but something that I found myself annoyed with. When your empire starts to get a little larger, its often difficult to locate resources within your own territory. I had a shard extractor destroyed by roaming monsters. I wanted to go and rebuild it but I couldn't find the fire shard anywhere.&nb

193 Replies 143,604 Views

[quote who="Brainsucker" reply="28" id="2776968"]I just played MOM and say that Elemental is very different than it. I think, AOW has more similarity to MOM than Elemental. But, I say that Elemental has power that surpass MOM. the only weak point of Elemental comparing to MOM are it's magic system and the combat system. Honestly, between AOW, MOM and elemental have their own strength and weakness for me. AOW is too complicated and slow pace game play for

54 Replies 166,074 Views

[quote who="MrManNo1" reply="17" id="2775561"]The problem with the "adapt" strategy is that pretty much all routes require warfare anyway. You can't win a diplomacy setting without access to metal. Your units will be too weak, and then other factions will dislike you (pretty significantly...-5 is a huge hit to take). Magic, while somewhat of a work-around, still puts you at an extreme disadvantage. No summon will ever be powerful enough to take out a few well-armed troops, and there simply ar

31 Replies 21,973 Views

[quote who="Frogboy" reply="8" id="2777246"]If you have a resource that doesn't have some cost associated with it, what happens is that the route to victory becomes about creating as many cities as possible without regard to any strategic placement or consideration. [/quote] I think a better solution would be to give penalties for larger nations; there are reasons why historical big empires had problems! Being able to excange one thing for another is good, but some resour

26 Replies 82,315 Views

Good, successful nations usually have a good system to get resources to where they are needed. So rather than separating into local and global, they should impose a cost for the distribution of resources (an "adminstration" cost) that increases as the kindom grows. This would cause people to be more selective in town placement.

111 Replies 344,822 Views

To fix the spamming of cities, I suggest that there be an adminstration cost that is based on how many cities you have, and how spread out they are. It should be virtually none existant factor when only a few cities are owned (say four cities before it reaches a cost of one gildar), and the cost would increase more quickly the more cities are controlled. To measure spread out, for every N tiles the city is away from the next nearest town it adds an addition "city unit" to the adminstrati

15 Replies 14,005 Views