Historically, the way to counter archers was cavalry and, to a lesser extent, cover. I don't think it unreasonable that archers should be lethal to infantry at long range. Playing with the starting distances between forces, and the ranges of bows/catapults might provide interesting opportunities, particularly in combination with stealthed units and ambushes. Like if a unit moves into a stealthed unit, the stealthed unit has surprise and can choose what range to start th
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My CtD issues were cleared up with the 1.07 patch, and I was also able to play a full (albeit short) game over Labor Day. I had a good time with it over all, and I'm looking forward to playing again. That said, here's what I noticed: * missing info cards in the tech tables (building and unit info) * some pointer fussiness when selecting tiles for viewing or movement * character pop-up info didn't consistently update when mousing over different portraits</p
A thought that I had for Minor Factions: I like the idea of choosing how much freedom they have at game startup, but how about making an option where the only difference between them and major factions is that they don't have a magical sovereign? Or possibly no sovereign at all? Doing something like that would help underscore the difference magic makes in the world, and give the player an opportunity to feel all impressive about himself. Even if his butt's being hand
I suggest having an alternate means of advancing your sovereign (other than combat). If the vibe we're shooting for is Sauron or Morgoth, it seems like there should be some point later in the game when you can hole up in your secret underground lair with liquid hot magma to perform your nefarious research and blasphemous experiments to amass unseemly amounts of power through forbidden knowledge. Early in the game I can easily see Sauron schlepping around for In
Back in the '95 was when I started work in the world. I'd enjoyed Dilbert up to that point, but after a few years of work I stopped reading because it was just too depressing how accurate it was.
Well, I'm enjoying it. Hope you continue!
As for those strategies being unrealistic, keep in mind that you only have control of the "public" sector of a planet. When you have a planet's economy running at less than 100%, it's assumed the workers go off to work in the private sector. So if it makes this particular mechanic easier to swallow, you could assume there are private research facilities on planet, and focusing a 100% factory world on research is equivalent to temporarily nationalizing the private sector's research facilities.
I just started playing Dark Avatar, and at the risk of exposing my ignorance, I'd like to make a beginner's observation regarding the economic model. This is mainly for other beginners, because I'm sure this is old hat for the more experienced players. When you want to increase the income on a planet, it's not a simple matter of building more markets. You need to take into account your tax rate first. Bad Strategy 1: I know that my tax rate affects my approval rating by
I haven't seen this covered, but I haven't read every post yet: How about the option to collect info on a planet without sabotaging an improvement? There are plenty of real life examples of allies spying on each other in a "trust but verify" sort of relationship. Most of the time, I'm more interested in increasing my knowledge of a civilization, rather than sabotaging them. And if info gathering becomes an option, it'd be nice if the computer (and player) didn't have to tak