Post delete -- New thread created instead.
greggbert
Or: When should I stop playing civ5 and get back into elemental......
What's the best resource for finding out how to play..... Just bought the game because of the smokin sale price and I could not make heads or tails fo the mess of graphics. Couldn't even figure out which unit(s) were mine. Any manual or forum post available online that can explain the basics?
He's the guy who has those three weird slaves that talk for him, correct?
No roads stay.
No, that would damage the genre. The two games go in different directions. Convergance usually means lack of innovation. Look how stuck ActionRPG's are now. The differences among titanQuest, Torchlight and Diablo2 are virtually nothing.
Yesterday I had him as "janusk the scribe" and he gave tech or arcane knowledge it wasn't merchant though.
Like no traveler's boots.
It's not that I don't like getting a free guy. I jsut want it to maybe sometimes be a woman, or someone with a different name. It sounds like a brand of car stereo.
I'm tired of wasting all my movement points of my heroes on trading items and midnight stones. Is there any way you could drop off stuff at a city (without selling it) and have another guy pick it up?
They create free roads so they are incredibly important if you have a forest between two cities. For this one reason I always research diplomacy first.
Simple question. What do you do wtih these guys? Heros seem pretty useless without magic and you can't imbue everyone..... Using them in melee seems a little risky. Also I guess you can get bows a little up the miltary tech tree, is that a good option? Also what stats affect their bow damage? Finally, 1) don't you hate when you hire a hero with an awesome ability and hten he has like 8 intelligence so you don't give him
I find myself always renaming him to more and more insulting names, such as Slave, Bane, sh*thead and f***face.
I would prefer in the wizard setup screen to have you choose a "preferred terrain type" that spreads with your influence. So you could build an "ice queen" who spreads ice whever she has control or a "Fire Wizard" who spreads a lava type terrian around the map. A lush green one and a swampy water one would be cool also. Maybe also some kind of "death" terrain with dark soil, creepy trees, etc....
Not useful for me. The 1 square is rediculous you can put a much cheaper summoned unit 3 squares out and see even more! I never garrison cities i spread out their garrisons to expand the visual range.
Oh, interesting. I didn't know that. It used to be you could get someone else to buy boots and then trade them to you, like someone under 21 trying to buy alcohol, but they removed that cheat in 1.08 or 1.07. Still I'm pretty sure I can't wear the wayfarers cloak either.
Just saying, why should be soverign be my slowest hero by 2 moves! (Boots and Cloak not allowed to use).
Entering a city costs the same movement point as any other move off the terrain you started on. Exiting a city costs nothing as long as you exit to a square directly outside the city. I think there might be a bug with the movement if you right click more than one square away from the city. As I am exiting the city I think I am using more movement points under that one condition, but I never tested it.
Dude, Within 5 turns of dropping a pioneer I have already got roads coming out of every city. Sometimes I even place cities just so I can build roads through a forest.
We probably wouldn't be discussing this if it weren't so easy to beat the AI with city spamming. I think food is a reasonable abstraction on limiting how much you can develop certain aspects of your cities economy. Also food directly contributes to your pop cap via housing, so even if it's wonky (market, merchants), it's still like 75% "not wonky."
New resource called "Administration" that is increased by town halls and other buildings, requiring you to get your cities to level 3 before they can build new ones.
Most players have their first city crank out pioneers nonstop and drop them down as quickly as possible. Similar to the way we did in GalCiv where you set your economy 100% to production and crank your spending rate up. However this really seems to skew the difficulty and make it harder to have a reliably challenging game. Can U think of solutions for this? Suggestions: * Each new city costs 3 food, which you can then reclaim with a leve
Not having this problem.
Nearly every moddable games requires mods to be redone or at least recompiled when there is a new game version. True even of World of Warcraft. Devs spending time on ths spend less time on stuff people care about.
I disagree I like that when things get quiet I can create a new wave of mobs. Very useful and unusual but ingenious game mechanic. Don't kill it. You had the option to not spaw mobs, I have the option to do so. I think that speaks to leaving it in.