greggbert

greggbert

Joined Member # 1806297
84 Posts 230 Replies 15,081 Reputation

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?

2 Replies 4,507 Views

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

11 Replies 6,466 Views

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....

3 Replies 3,360 Views

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.

15 Replies 5,710 Views

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.

20 Replies 16,565 Views

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."

40 Replies 76,793 Views

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

13 Replies 11,564 Views

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.

20 Replies 9,305 Views