What would you change?

The semantic used to differentiate the magic schools is still confusing to me. The way I look a it, magic is separated into two schools: spells that affects unit (sorcery magic), spells that summons unit (summoning magic).

I can't recall how many type I messed up the promotions of my adept units as they leveled. In order to have efficient magic users, you try to specialize their promotions: either to summon unit or either to cast sorcery spells.

For example, as one my adept unit is leveling up, I am selecting promotions in order to make him an efficient summoner. However, when it is time to upgrade the adept to a 2nd tier unit, I messed up and choose the mage instead. Doh! Why, because I couldn't recall which unit had the summoner promotion: mage or conjurer?

The semantic used for all things magic, combined with tool-tip and civilopedia should be make it a easier for us.

Honestly, I wonder how beginners are managing at this stage of development. The step is pretty big for first time player.

Lastly, in the game, where can we see the stats of summoned unit apart from casting the spell? The civilopedia is mostly empty for summoned unit.
 
Sureshot said:
hmm.. im curious as to what difficulty you were playing on, because never (like never ever) have brigands been at all useful for me when fighting enemies with equal tier units. brigands didnt even work against drown or axemen to be honest.

once you get to national units things can turn around, but i hardly think thats how its supposed to be, and thats a very very long wait because of the tech costs involved.

I recently won a .15j game with Hippus on Prince (well, abandonned actually due to .16 but the game was decided). I got lots of use out of the Raiders fighting barbs and by the time i upgraded them to brigands they were heavily promoted enough to remain useful until midgame. It was the promotions that made them effective - specifically the mobility+2 and commando as they allowed me to pick my battles and run away. With 3 flanking promos they also got 95% withdrawl chance. They did have to sit out late midgame to stay alive. But at that point i had Magnadine who is fantastic mostly due to his 100% withdraw chance. I buffered him with chariots. Of note, i found War chariots (str 13) seemed to come fairly early but of course i was rushing mounted techs.
In this game the odds were set up nicely for Hippus as it was Pangea and fairly crowded. It was actually a fun game because i had a hard time keeping my economy afloat even with constant pillaging. I was far from the tech leader but still 'won'. I love that in FfH there are different effective playstyles.

- feydras
 
thats cool, ya i find with them that its nearly impossible to level up a brigand, having some promoted ones can really help, but not if youre dealing with enemies that are promoted well as well.

personally i think something should be done to make that middle part transition less dangerous. once you get into national units, theyre fine, but theres a middle point, when youre still using brigands, that they just can't do anything. personally id favour a strength increase and more promotion availability.
 
The unit, buildings, etc. lists should be sorted. Searching the right one could be really frustrating.
 
Could we have a message when one of the techs that grant a specialist is finished by another nation? I'm not sure but I think Vanilla did this for Internet (great scientist).

It really helps to know if you should discover something like writig right away or not.
 
In both vanilla Civ and FfH, you can hover your mouse over the tech to see if it still gives a free specialist or not. The "First to discover gets a free GS" message disappears after someone discovers the tech. Same thing with religions. Also, if memory serves correctly, Physics gave the free GS in vanilla... though it might have been changed in Warlords.
 
Same thing with Heroes that can be bult by more than one civ. It'd be nice if the F6 screen (or somewhere) reflected when a Hero was no longer available for construction.

The new unit info box is very informative, but it lingers onscreen all the time requireing another mouseover. :aargh:

I wish there was a button on the city screen the oppposite of "Emphasize GP Production" as in "Don't Use Specialists". I hate seeing Priest specialists is a city with for instance unworked forest tiles. Every so often I have to go through my cities and methodically remove specialists. I produce GP in just a couple-few cities ... specialists in my other cities are often hugely inefficient in FfH, what with all the terraforming options.

My last gripe is probably solvable by setting a global setting somewhere. Anyone know how? Fifteen yeras of playing Civ and I've never trusted a governor to run my cities. :dubious:
 
I agree that governors suck but they are vanilla issue and I wouldn't burden Kael with them. But Firaxis did hallfassed job by not allowing governors building defines. I tried in vannilla for test and it was so bad I'm afrad to use them ever again. In civ 3 I would set them: Build often: economy, science, Build sometimes: wealth, growth, production, build never: troops, wonders, and that saved me from managing 30+ cities in late game.
 
TheJopa said:
I agree that governors suck but they are vanilla issue and I wouldn't burden Kael with them. But Firaxis did hallfassed job by not allowing governors building defines. I tried in vannilla for test and it was so bad I'm afrad to use them ever again. In civ 3 I would set them: Build often: economy, science, Build sometimes: wealth, growth, production, build never: troops, wonders, and that saved me from managing 30+ cities in late game.

Lordy no, I don't expect Kael to address vanilla problems. I am not using the Governor. I'm hoping there is an easy setting that will prevent the use of Specialists unless I specifically assign them. (Or no tiles remain.) Thee is a little button to emphaise the use of specialists ... I just wish there was one that did the opposite thing. Just wishing out loud really.
 
Hey Unser, try emphasize food. Even a city that has avoid growth selected will try to work food tiles then and avoid using specialists.
 
Gamestation said:
Hey Unser, try emphasize food. Even a city that has avoid growth selected will try to work food tiles then and avoid using specialists.

Roger dodger gamestation. Will give it a spin. :)
 
I don't know if this is a vanilla civ thing or not, but it has always annoyed me that I have to decide to sack a city before I can see if there's any reason to keep it. (wonders & such)

Fader
 
With the Forge's Reduction in hammers from 25% to 10% does it really still deserve the +1 Unhealth? I'm feeling it is more of a negative now with the smaller gain.
 
Nimbus said:
With the Forge's Reduction in hammers from 25% to 10% does it really still deserve the +1 Unhealth? I'm feeling it is more of a negative now with the smaller gain.

It depends on your healthiness situation. If a city of mine is under the :yuck: cap, and is unlikely to near it anything soon, and hasn't built any :health: buildings yet, then yeah, build a forge. If I've been hard-pressed for food resources, and am struggling with mass :yuck: and strongly considering diverting :science: away from military techs to get more :health:, then no, a Forge is not a good idea. In my experience, it's usually one or the other.

That being said, :yuck: is far less important then :mad:. :yuck: costs a little extra :food:. :mad: costs extra :food: AND the labor of the people eating the :food:. As such, if you've got strong/adequate :food:, you can often ignore :yuck:, or at least consider it low priority.
 
I usually do. Public Baths FTW (IMO should be +1 happy, -1 health.. sure looking at your neighbors nekkid arse is fun, but..)
 
I'd like to see good leaders receive a happiness bonus for fighting a heathen civ. It should grow similar to war weariness but more slowly. Maybe it's just a -25% war weariness modifier when at war with another religion. Since most good civs have a war weariness penalty on their palace, they probably would only be "breaking even" compared to neutral civs.
 
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