![]() ![]() Perhaps this is mandatory when using auto-combat?Īt first the forge itself has irrelevant +10 RP bonus which is good sign that developers were not sure about usability and gave some compensation. Don't forgrt that having 1000+ gold means +100 to base morale. Merchandise can be good for some cities far away from the front-line to build there units and sometimes you can have a city with really huge gold income (many gold structures in one place) so it can have sense to units somewhere else. I often use housing for very small settlments. But this doesn't look good for fantasy setting. In Planetfall this thing was solved by changing prod points which can't be collected to some materials so leftovers can be saved on next turn. one if they have remaining prod points? OK who I'm to blame them when my lovable characters (their beloved leaders) do the very same in researching and don't want to research more than one spell per turn no matter how many RP they have. And if my city has 100 prods why I can't build 2 50 golds buildings in one turn or 2 low level units (once I saw a city with 210 prod points without Dwarf Comet event or mana fuel I could build 3 Shredders or 2 Mystics in one turn if it was possible)? And why these lazy bastards of my subjects don't start new construction at the same turn they finished the prev. I mean more precise control like assignment of the population in Planetfall. Haste is emergency thing with serious consequence (-100 morale for 5 turns may be painfull even without additioanl gold spent). stopping production in several cities to enable one critical production in one city. One of the solutions could be to have more pages in Research book with much more spell available for research so the players wouldn't be bothered with the spells they doesn't think they need but have to research just to reach the usefull ones.Ĭan't Haste Production solve this problem? As for other production management, I find myself that I often neglect the potential of Build Housings, Research Mana, even Produce Merchandises, to tune this management more finely. As result sooner or later I don't see new good spells in the book and give even more priority to the left page. And I can't neither clean up low level spells fast because of 1 turn - 1 spell neither utilize them effictively in combat like casting multiple low level buffs per turn. In middle game many of starting spells becomes too weak but I didn't research them in the beginning because I had more important things to research. So if I've such a spell in my book I'm not likely to research it. Like I said before why cast Star Blades when you can do direct damage with a damage spell or shoot magic bolts or whatever your hero has to shoot. ![]() Many usefull spells suffer from other mechanics. Summoning a bird competes with class recon units and becomes useless with slower speed settings. The usabelity may depend on game speed settings. The problem that many spells or sometimes Empire upgrades are useless or cost too much to justify time investment. The problem not just in prioritizing Empire upgrades or class-units upgrades. If the choice is obvious there's no choice. I interpret this as follow: if you feel like urged to max empire upgrades, class units or casting points, then those skills have to be important, for sure, and you are also certainly prioritizing them over tactical and strategic spells.
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