Ideas, Requests, and Feedback

Work boats can go to Ocean but not Deep Ocean. Seems like that should be the other way around, or else that they can go to both, or neither.

Edit: seems like it depends on your tech research order?
 
I've been thinking more about the "Master" buildings. How you build them for the hammer bonus for non-unit production, and a bit of gold (and in the case of the Master Rancher, maybe I want to run another Merchant specialist or whatever). They're a boost to :hammers: in cities that I'm not making units, but there's a pretty huge cost, 450:hammers: plus the cost of the prerequisite building (Jousting Tilt, etc.). Seems totally un-worth it.
 
The Master buildings also allow access to additional promotions, so they might be worth building for that reason, depending on your specific game situation. Those promotions have to be purchased with gold, but still.

I don't know how good the AI is about taking the additional promotions that the Master buildings make available, so that might be something for the team to look at.
 
The Master buildings also allow access to additional promotions, so they might be worth building for that reason, depending on your specific game situation. Those promotions have to be purchased with gold, but still.

I don't know how good the AI is about taking the additional promotions that the Master buildings make available, so that might be something for the team to look at.

From what I've seen so far ai spams potions on most units(but is good on not getting say newt's draught for warriors or something ridiculus), and I also noticed civs like the ljosalfar and others getting the equipment that suits their style. ljos getting archery equipment, clan had melee equipment, etc
 
Generally speaking: If the AI has the gold, it will take it. It's a promotion, so it knows how to use them fairly well.

The issue is getting the unit to a city where it has the building... :lol:


And yes, the primary purpose of the Master buildings would be the equipment promotions. If you don't want those, then you won't want to build them.
 
And yes, the primary purpose of the Master buildings would be the equipment promotions. If you don't want those, then you won't want to build them.

For now, anyway...
 
The Master buildings also allow access to additional promotions, so they might be worth building for that reason, depending on your specific game situation.
You only need one for that, and you don't build the first one, you expend a GP for it. So, no, they're not worth building for that reason.
 
Sure they are, unless you want to funnel all your troops through one city.

Not to mention they can give your economy a small boost if you don't want to deal with a gambling house. I usually do end up doing that through the course of a game though...:mischief:
 
The Aeron's Chosen event should require poison since you can pop a assassin from a ruins. Getting that really early is kind of op.
 
Sure they are, unless you want to funnel all your troops through one city.
Most games my troops are built in only one city, so that's hardly a negative. Certainly not worth spending ~600:hammers: elsewhere simply for a minor convenience.
 
I just had a werewolf create a slave and a ravenous werewolf from the same battle. Probably you could create a weak orc at the same time as well. I'm not sure it's a problem, just throwing it out there.
 
Most games my troops are built in only one city, so that's hardly a negative. Certainly not worth spending ~600:hammers: elsewhere simply for a minor convenience.

Then of course you don't see a use for it. Not all buildings are designed to be attractive to all playstyles, nor should they be, IMO.
 
Then of course you don't see a use for it. Not all buildings are designed to be attractive to all playstyles, nor should they be, IMO.

I agree with that in principle, but that has nothing to do with spending ~600:hammers: simply so you don't have to walk your troops over to the next city and back.

Anyway, all I'm saying is that it would be nice to have these very expensive buildings be useful commensurate with the difficulty to get them into play. (Plus, the problem that their concept is a specialist which helps troops while some of their function helps non-troops.)
 
Anyway, all I'm saying is that it would be nice to have these very expensive buildings be useful commensurate with the difficulty to get them into play. (Plus, the problem that their concept is a specialist which helps troops while some of their function helps non-troops.)

I thought the production bonus for everything except troops was strange too. Would it be possible to give a :hammer: bonus to unit categories built in a city instead?fletcher=archery units, smith=melee, arcane units=get shafted(:mischief:), etc.:think:
 
First of all: Will they even be in the final version?
 
I'd suggest you close these threads until you decide what mechanics are in and what are out.
 
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