One solution I can think of would be, with having the radius that is taken into account (for possible city buildings) expand with increasing city size ... for example: Size 0 = Same procedure as now, i.e. the first ring of tiles around your city center is taken into account Size 2 = The second ring aaround the city center is taken into account Size 4 = The third ring around the city center is taken into account. This way larger ci
ProteusJN
I agree more or less ... I think that the amount of Unrest reduction per unit should be less than 5 % ... maybe 3 %. Also I think that unrest reduction should only apply to troops that were trained in your cities (meaning that I would exclude all troops that were gathered from outside of your cities, for example wildings or mercenaries). Why? Because I think that the latter troops are rather irregular troops, which are less disciplined and, if usedfor policing duty, might caus
IMHO the fix would be better if we just applied Shrink/Grow as a separate multiplier ... i.e. Final Attack = [Base Attack] * [Shrink/Grow-Multiplier] * [All other Multipliers] This way we would get exactly the thing that is advertized, i.e. halving the doubling/attack value of the targetted unit: In case of the Swordsman example: [Attack Final] = 20 * 0,5 * 1,45 = 14.5 -> 15 (after rounding up) In case of the Juggernauts:
Have seen it in my game as well, after my city got razed by an escaped Juggernaut. All former city tiles were unavailable for building. The next tile available for me to build a new city upon was directly outside of the old city perimeter.
Will we be able to use ships on this map? The map looks like naval transport would be rather useful (unless you fight your way through the northern land bridge or use Tactics of Elemental: WoM, i.e. passing the ocean by raising land (something I rather dislike, i have to say))
As I haven´t played a full game from beginning to the end, that was exactly the thing I wondered about, i.e. if there is a technology that allows you to build bridges (i.e. "real" bridges, not only fallen tree longs over the river). I agree, if this ability isn´t in the game (yet) it should definitely be introduced. Maybe as a construction project, that can be initiated for river tiles within the borders of your empire and then be executed by the nea
[quote who="Schweiz" reply="48" id="3272605"] ... Edit: Anyone play Call to Power 2? I played that so much when I was younger, never been able to play Civilization seriously since. So spoiled by CTP2.[/quote] Was my long time favorite of all civ type games (including its modded version Ages of man). Changed only with Civ IV and its expansions. I still think tat CTP 2 is superior to Sid Meyers Civ with regards to its representation of combat betwe
39 and played a little bit of AD&D during the 80s, and much more DSA (Das Schwazr eAuge = the black Eye = Pen&Paper RPG that was as popular in germany as AD&D was in the USA). Also played most of the AD&D computer games, beginning with the Pool of Radiance Trilogy from SSI (and also including AD&D Strategy games like Stronghold and, my favorite, Fantasy Empires). Also played (among loads of other TBS games, which, of course included all parts of Civil