"wild" improvements don't use the city construction queue, which is a good reason not to connect to a resource before it is complete
yankeefox
no problem here, the game does seem to "stall" as it process all the housing upgrades. Maybe your already close to crashing and the program can't handle all the upgrades at the same time?.
what is the attack level of your archers?
[quote who="Lord Xia" reply="106" id="2870046"]I lost a game! I legitimately lost a fucking game! Fuck you Frogboy and your AI improvements! I suck at these games, how dare you make the AI try to kill me! But seriously, pretty fun now, I actually have to plan shit and try to win, or the AI will actually make an attempt to kill me...and they did.[/quote] What level world? and what level AI?
absorbed=blocked/dodge I think, I agree the lack of magic in auto, is bad
the only difference I see between manual and auto is a failure to retreat on auto resulting in a death to low level heroes or non-combat units, like pioneers.
I totally agree that adventure tech should reveal, not spawn, resources
Just thought of a simple, therefore better formula. Multiple the defense time the number of adjacent friendlies (including self) and divide by the number of adjacent enemies. A completely surrounded soldier would suffer a 89% loss to defense. While soldiers in a line facing each other would lose none.
Ok here is the field of play army vs army . . . . . . . . . . . F1 . E1 . . . . . . . . . . . . . . . . . . . . . . F2 . E2 . . . . . . . . . . . . . . . . . . . . . . F3 . E3 . . . . . . . . . . . . . . . . . . . . . . F4 . E4 . . . . . . . . . . . . . . . . . . . . . . F5 . E5 . . . . . . . . . . . ok Friendly three (f3) has two flankers (f2 and f4) which means (2+1)* 3 =9. Which means the first nine attacks in the round,
Ok one unit can on average attack 3 times. Three units can attack one unit in a line, that is 9 attacks per turn. However I find ingoring the other units in line unrealistic so here is the formula I would suggest. 3*number of flankers (+1 for self) attacks vs full defense per turn, idealy you want to exclude units behind the lines 3*number of flankers attack vs 50% defense all further attacks armor vs 25% defense (or maybe less)  
Weather you send a replacement caravan or not you get the bonus, so instead of send a new caravan to the same city send it to a new city. You might lose a little of the road bonus because it will take longer for the route to improve but it will give more trade routes bonus. Or I might be mistaken. That a caravan count for both cities, But I think I have seen the trade route exist even after both caravans have been destroyed
[quote who="illmunkeys" reply="5" id="2864137"] Ha. They do seem awful rare. Usually, I play kingdom to find wargs and play empire to find horses. [/quote] It might kill the immersion but having a generic resource that can be turn into either horses or wargs might be better, or it might not. Making it an option might be good to.
Reading another thread gave me an idea, are you rushing adventure tech? Becuase it seems based on reading another thread that world monster difficulty is tied to your adventure level. Not sure if that is based on an early version though. And personally I think that is a bad way to determine the world monster level.
[quote who="Nabbar" reply="3" id="2864106"]I think they spawn about as often as horses do. Goofy huh?[/quote] horses?, there are horses in this game? Are you sure?
[quote who="Silfiris" reply="7" id="2863900"] ...AND start training troops. [/quote] yeah and start training troops, they suck and will die but once you build the troops I described you can use them as expendable explorers
Let the defense of CiV begin: Dale was right civ V, as ship or patch within a week, was virtually free of bugs, if you define a bug as to when the game comes crashing down. End of Defence, let the trashing begin: Of course just because the game plays, doesn't mean it is fun or challenging. The AI CANNOT deal with 1 unit per Tile. PERIOD. which breaks the game to the point of making you not want to play it. Long bowmen firing over the English channel t
The lack of a tutorial make the game somewhat obtuse in the beginning Step one, build a farm and a hut. Step two build 2 workshops Step three build a study Step four research weapons get equipment Step five buy AND EQUIP head gear 1d, body gear 2d, arms 1d, now I usually get the +1 movement cape and boots Step six design a warrior that has all the same gear + get the oak spear. Three warriors plus sovereign should be f
well it has significantly lowered the crashes for me, only had one today. Although I did have a problem ending my turn. I think it was link to a unit set to auto explore who for some reason would not move in auto explore.
Since you can't teleport into enemy area, and you can't terraform into enemy area how would the AI be able to get in? Can you terraform enemy territory if your at war?
You most likely lack a level 3 cities with a beach, or is it level 4?
Possible changes to the caravans that I like to see: 1: Some basic defence for the caravans(like guards) 2: Watch tower that when manned, make caravans immune to attack within a given radius, ie you have to take out the watch tower first, cities would count as a watch tower. 3: Caravan is lost only if you lose it twice within 20 turns. Armour I would like to see three very basic different chest patterns to
Ok I'm still new to the game, but can you at some point use these, without a quest? i.e. built a smith in your cities? Because I seem to have either quest to use the stones ore the stone to use, with a rare game where i have both.
Might be better if there was a fish resource to expliot with the harbor improvement.
I would like this too &
No you don't, have to design your own ships. But I have that by the time I unlock the cores my designs are already better. Of course I persue a balance tech, some offences and some defences. Unlocking core ship's is never a piority for me. I always obsulate them imediately.