I'm really glad that this game looks to have an excellent mod compatibility, I remember playing civ 4 mods at least a thousand hours during high school :D , more than any other game, I would just sometimes just only play them for several months during free time. So I really hope this game will get a similar mod support, and far as it looks (the simplicity of the setup) it looks promising :)
indrkl
Ok, I'll add you, wouldn't mind skyping aswell, cos this is kinda a game like boardgame where talking smack during the game adds a lot :) anyways, my steam gonna be Eesti orav, so you know why
nope, doesnt matter if it high or trace, same and equal to a steel mill of other factions.
[quote who="egable" reply="11" id="3524095"] I played a game at lunch today where a level 2 guy bought out a level 5 competitor simply due to a brief period of high cash flow. A couple minutes later, he upgraded to level 5 and steamrolled the remainders. This sort of situation makes no sense at all. I think the biggest issue may simply be that stock value does not respond quickly enough to buying pressure. If stock prices went up faster due to buying pressure, these sorts of very quick b
Pretty much agree about everything you said, I feel like offworld trade only interacts with black market due to the insane price differences with the local market, I mean being able to ship massive amount of stuff at a guaranteed good price is alreday enough for it to be worth it, but if the prices were closer to local market, then all the other tools at your disposal would stay meaningful even in that late game, and it wouldn't only be about buying goons until they cost 60k and everythin
yup, lag issues are quite a trouble, also have lag issues when displaying all sorts of tooltips at the later stages of the game. And yeah, looking forward for the update :)
(2) ok, hard to tell that it happens right now, especially on the midst of things. But good to know that it does. (3) By colony, I don't mean HQ, I mean the neutral buildings that also consume some resources. It is really unclear at what rate they do so.
The bond mechanic would be quite an interesting mechanic, and will propably add quite some to the mind-bending. I also think, that ability to borrow money just out of the blue would really make sense in this game, and to off-set that, the interest rates could be slightly harser + your company value decreases too. I feel like that would bring it even closer to the hard economy board-games which wibe I already sense in this game (the mind-set is the same).
Hi, anyways, love this game, I hope it does well. However here are a few things that bug me and what I would like to suggest to. 1) Offworld trade - I'm actually fine for it being the finisher kinda thing, however I feel that right now it is sort of detached from the whole economy in mars. You always a few resources so much more expensive, that you just sell them and the price in mars doesn't become the problem. In the meanwhile you have iron/alumininium and all
downloading... 11 min left :)
I think he simply should have a much higher dodge which would kind of characterize him. I mean think about - an imp, small agile creatures who simply are really hard to catch, and really hard to hit.. :) edit: I don't know how the AI is made, but if it takes into account the hit chance of a creature to decide weather to attack him or not, then it would make him a less attractable target aswell.
I think right now the wierd problem is that it takes the same amount of resources to build a city than to build an outpost. It is a nobrainer to build a second city when building a pioneer takes only 8 turns on level 1 city, as long there is a place to build it. This investment will make up for itself in 7 turns empire wide and has huge long turn benefits compared to any building or whatever else you can spend cities resources on. One of the things is that cities start with a default 5 produc
But why? I have actually simply fit a militia through at some point because yeah, it might actually be a good strategy and more worth than something else. Such dilemmas are good for a stratgey game. Creates more replayability. Last game for example, I played on challenging world and normal AI. Rushed 2 militias while having only one free space for a second city. Magnar rushed some 4 cities or so. And then I conquered him with my 2 militias, 2 heroes and a fire elemental I think it was
I like turtle myself... who needs more than 1 city... and an army of doom anyways...
+1 for no autrazing outposts. I would also like to feel like building a solid defense as a valid strategical option, right now it takes 3 times the effort compared to just wiping out your opponent aggressively.
But why not simply great a hidden faction with seperate FOW gaining sight from monsters themselves. Or no FOW for monsters and simply they attack anything AI or player nearest to them(within 2 tyles for example) and maybe not god further than 3 tyles from home. When home gets wiped out, they just go on rampage and can wander whereever the wind guides them...
First off, I like Diablo series myself, but I'm still waiting my Diablo 3 from Amazon 8-) , nevertheless, the huge success of Diablo comes - it is simple to learn, it has addictive elements for the masses, it is clean and polished, it was made for a long... long time... and ofcourse, finally, it was hyped as hell. :D The latter one being one of the more important points in the success. Now while I like Diablo, I hate most MMO-s, I love strategy games, civ series are simply my favo
[quote who="Lord Xia" reply="4" id="3154975"]Oh yea, it's a Diablo day today. Are there any other nerds out there that don't "get" all the Diablo love? I feel like I'm alone in this. [/quote] Me too, I'm waiting mine to arrive from Amazon... :P
I find these ideas very refreshing and I think a good implementation of this willl definetely make the game slightly better.
Right now, the main thing bothering me about the cities, is that the level up choises are rarely very exciting before you finally get to the level 5, which has finally some really exciting stuff. I personally think starting from level 3 there should be slightly more powerful options available so it would scale more linearly to the level 5, where you could have -30% unrest for the empire or the arena, which are imo very powerful buildings. About the city district idea, is it supposed o
I was reading some of the other posts and I was caught up with the idea, of not being able to explore the map fully before conquering it. I thought back to the games I've had so far and it kind of sounded familiar. There are obviously many isssues and questions with the open border. I mean one wouldn't want an army travelling their realm even if it was to kill a nasty golem, or doing some quest(what, a 7 company army lead by a sovereign going to search some ruins, and your not here to
Hmm wierd, I've been using custom heroes myself so not once have I had a problem that first turns are hard, usually hero levels the first 4 levels real easy. It gets harder once I try to expand the second city cos then waking up some more powerful foes is when I start loosing outposts/second cities, even armies :P . But once I get my first punch of soldiers to go with the hero I'm able to take care of them aswell(all that in challanging difficulty).
[quote who="Alstein" reply="3" id="3152552"]If upgraded outposts are put in, how should they be upgraded? Gold cost? Other resources cost? Pioneers? I think techs should unlock militia improvements, which should cost resources: Civ techs might increase the benefit of ZOC. we really do need to reduce pioneer spam. [/quote] Don't the militias currently auto-upgra
Obviously without the reinforcements they cant stand against decent folks, which I think is why one should first defeat the lairs of strong creature before developing a zone of control around them. @humility, somewhy autocombat produces better results with 3 militias vs. something small like a 30 hp bear, spider. Though I don't think you could possibly increase the defensive capabilities of cities etc. before there is a possibility to make a combined attack with several armi
Maybe such an event could be combined with the current diplomatic victory, meaning that forging alliances and then defeating a major threat together instead of simply bribing everyone to be your allies.