Unless you are using Raging Barbs or Barbarian world, it is actually best to start with building an early worker most of the time. The same time the worker pops out, you finish researching Agriculture, then you can lay out farms and make your economy take off at a much nicer clip.
And many times even with Barbarians cranked up, you are pretty reasonably safe for the ~20 turns that it takes to get your first worker + tech.
Krakens get melee promos....
I think this might have been true prior to .34, xienwolf. However, now I find I need a minimum of two defenders in the early going (epic speed) because I am often visited by Skeletons, Lizardmen or other units that can easily take out one defender -especially if a couple come at once, as often is the case.
Building a Worker is quite far down my queue. Another reason is that it stops growth. I will often wait until just before I hit the happy-cap before I build that Worker - or, I will try to declare war and capture one early on if given the chance.![]()
I got a Golden Age from exploring a dungeon. I assume that's intended, but it seems like a huge reward compared to most of the things you get from exploring lairs.
I personally think that it would be much better for exploring lairs to have a delay of a few turns instead of costing the unit its movement.
I don't like how easy it is to clear Epic lairs. I've been having a lot of fun making them never be cleared, but the results seem too good unless the odds are adjusted.
It was like that before the penalty was instituted. Why are you teamed up if the enemies aren't? It's way too easy that way.I and my friend frequently play team multiplayer and we've noticed since the patch that with the removal of the team reseach penalty that we out tech the computer regularly even on immortal making it much easier than before.
This change seriously buffs teams. Not sure if this was an intended result but if this was changed only to make summoning Mecurians less painful, then wouldnt it be better to just buff them directly?