April 29th, 2021, 12:41
(This post was last modified: April 29th, 2021, 12:47 by Suppanut.)
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Why don't make several key tech buildings requires research magic or casting spell to activate them, properly turn them into several steps and it should not be just armorer guild and fantastic stable. I think alchemist guild and wizard guild should have separate spell to have them unlock too. And trigger for such spell to appear for research should not locking by year but should be trigger by something like......
- First monster rampage attack city of the wizard (unlock spell for fighter guild, university) (wake up call)
- First city taken by any wizard through conquest and must have already able to access fighter's guild (global trigger event, unlock spell for armourer guild) (escalation)
- All cryptic common spell in spellbook researched (unlock spell for Mechanician guild, Maritime Guild, Alchemist guild) (fruit of knowledge)
- All cryptic uncommon spell in spellbook researched (unlock spell for wizard's guild & Amplification tower & linking tower) (arcane education)
- First summon creature above common level research/acquired by the wizard (unlock spell for fantastic stable) (Magical Creatures Studies)
April 29th, 2021, 15:02
(This post was last modified: April 29th, 2021, 15:03 by zitro1987.)
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Another idea is to tie buildings to town size, because it could resolve other ‘cheese’ tactics like mass buying amplifier towers in every town we can late in the game
If u wanna rush armorer better get to pop 9 which will lead to many bad choices like waiting on settlers, using housing instead of getting the very efficient early buildings. It may be 3-4 years of turns to make armorer guild possible, but a better player may play more wide than tall and need another year or two
Town size tier-1 (according to graphic): all basic buildings, stables, barracks, library, granary, stable, wizard and gold markets, sawmill, shrine, shipyard, walls, miners, forester, farmer market, alchemist, monument, etc
Town size tier-2 (according to graphic - 5 pop?): fighters guild, animist, mechanician, builder hall and associated buildings, sages, cathedral, bank maritime and merchant
Town size tier-3 (9 pop?): armorer, war college, fantastic stable, wizard, linking and amplifying towers
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What Atlantis event is about?
May 2nd, 2021, 08:52
(This post was last modified: May 2nd, 2021, 08:53 by Slingers.)
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(May 2nd, 2021, 07:54)Suppanut Wrote: What Atlantis event is about?
The other way around than in Plato´s story, an island emerges from the sea. You get more lairs and space to settle down ... if you are the first one who finds it.)
May 2nd, 2021, 14:20
(This post was last modified: May 2nd, 2021, 14:20 by MrBiscuits.)
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(April 29th, 2021, 15:02)zitro1987 Wrote: Another idea is to tie buildings to town size, because it could resolve other ‘cheese’ tactics like mass buying amplifier towers in every town we can late in the game
If u wanna rush armorer better get to pop 9 which will lead to many bad choices like waiting on settlers, using housing instead of getting the very efficient early buildings. It may be 3-4 years of turns to make armorer guild possible, but a better player may play more wide than tall and need another year or two
Town size tier-1 (according to graphic): all basic buildings, stables, barracks, library, granary, stable, wizard and gold markets, sawmill, shrine, shipyard, walls, miners, forester, farmer market, alchemist, monument, etc
Town size tier-2 (according to graphic - 5 pop?): fighters guild, animist, mechanician, builder hall and associated buildings, sages, cathedral, bank maritime and merchant
Town size tier-3 (9 pop?): armorer, war college, fantastic stable, wizard, linking and amplifying towers
I've never figured out how people can mass build amplifier towers in small towns...they cost a lot to build and also to maintain, so these towns will all make a loss for a long time. Where does all the gold come from for this?
The town size seems a good idea, although it will make slow growing races harder to play and also give the AI an advantage as they get growth bonuses compared to the player.
Also it makes a poor starting city location even worse long term.
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What is the meaning of the colored arrows on top of units, in battle?
I see brown, white, purple, etc.
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(May 4th, 2021, 00:40)zuzzu Wrote: What is the meaning of the colored arrows on top of units, in battle?
I see brown, white, purple, etc.
Represent faction color?
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I mean these kind of arrows:
https://imgur.com/a/Lvr2vyz
They seem to be representing the unit's faction.
On a side note, forests limit the visibility in battle - would it be possible (asking to Seravy) to reduce how forests cover units?
May 4th, 2021, 13:51
(This post was last modified: May 4th, 2021, 13:54 by zitro1987.)
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The arrows are too high up for me, making it less intuitive to select (right click) unit. Im struggling a bit with the short night stalkers
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(May 4th, 2021, 11:13)zuzzu Wrote: On a side note, forests limit the visibility in battle - would it be possible (asking to Seravy) to reduce how forests cover units?
You can have one-tree forests using the Settings option or by pressing the T button during combat.
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