Kael
Deity
Nikis-Knight said:I played a long game with this and its great! (Long as in, researched every tech and had half a large map under my control) Though obviously a work in progress. Some comments:
1. Some wonders & promotions need documentation. I figure that can wait til last, but just reminding. For instance, all of a sudden, half my towns werereplaced by forests one time. I don't think I had prior warning!
All buildings have strategy tags now. I love Genesis but I can see how it can be a bit surprising if you aren't prepared for it.
2. The religion shrines can be built multiple times, or at least attempted by the computer. I think someone was wasting their GP's, 'cause I got a message about the song of autumn 5 or 6 times in one game.
This will be fixed in tomorrows release of 0.60.
3. Maybe conjurers are too powerful? or at least, I don't know if the computer can use them. But a group of 4 or so and a high priest can keep my land free of invaders and soften up any city. I shudder to think if I'd build an army of them. Maybe they should be a national unit as well.
You're right. Conjurers have been switched to summoning fire elementals which aren't as powerful as earth elementals. They also don't have the range. Demons have also been dropped from 19 strength to 17 strength. Im also gonna try to find a way to teach the computer to use them before I release 0.60 tomorrow.
4. Like was mentioned, mulitple berserkers can be built.
Speaking of which, shieldwall, berserkers, and flurrires are a tad busy--may want a few less images.
All the formations have been redone, they will look much better tomorrow.
5. Yggdraisil--does it do anything? I thought it might put a tree fort in every city or something, but didn't seem to.
It is supposed to produce 3 special resources 'The Fruit of Yggdrasil', that gives a nice health and happiness bonus to the cities that have access to it. It is borken in 0.50, and will be fixed tomorrow in 0.60.
6. barb scouts are evil... maybe bump them back a few turns, to give more time to build a warrior to protect workers.
But I like evil

7. Maybe the forrests druids build could have really high move costs, to function as choke points?
Woodelf had suggested an 'Ancient Forest' feature. I think if the player is following the Fellowship of Leaves their will be a chance that enemy units going through Ancient Forests will get jumped by Treants. Making your "choke point" idea more literal than you may have been thinking.
I'd love to get to the point that each religion has terrain type that it gets a unique benifit from.
More ideas when They come to me, I'm gonna play again! Look forward to next version!
Have fun!