One of the things we are missing is multi turn moves, or travel paths. Select a unit or army and tell it you want it to go...here. It will take several turns. Each turn it goes on it's merry way unless it is picked and given new orders, or it encounters something unexpected like an enemy within a hex.
Another improvement would be a next button to go though the units that have not moved yet, perhaps with the option of selecting units and having them not included in the rotation (garrison troops in your towns that you want to leave there). I know, very Civilization-ish, but hey, some things from other games really work well.
Instead of "Site Leader" in the side bar, show what city or town the follower is leading, or vineyard or mine. Maybe have the units automatically become idle after building an improvement is finished.
Build Roads. I have swamps around my towers and it takes a long time to move troops out. Even the Romans could build roads. In fact, they were fantastic at it. Perhaps being connected to a road network would improve trade and income for the connected towns, but that would probably be behind the scenes. Of course, the tougher the terrain, the harder and more expensive it would be to build.
Desired Improvements
Re: Desired Improvements
Good suggestions.
Multi-Turn Movement/Travel Paths: The AI generals can do this, so it only seems fair to let the player have equally competent
generals to delegate to. Will be added in two stages: 1) a shortest path auto-move (interrupted by sightings/adjacent enemies/etc), 2) custom waypoint path.
Cycle Through Armies: I will add a button (possibly next to the turn button) for this. I agree that marking armies to be skipped is important for this to be useful.
Side Bar Text: Site Leader is one of the examples of missing details. I think there are a few others. I also want to add a Research/Projects section.
Roads: Agreed. It is an option the player needs, and essential for a proper feeling of empire-building. I want to avoid abuse of roads through spam, but it's also somewhat annoying if roads are horrendously expensive (to use your example, the Romans did spend quite some resources building and maintaining them). I will try to find a balance (possibly using construction time and need to defend construction from monsters/marauders/enemies). I also want to add one or more spells related to roads.
Multi-Turn Movement/Travel Paths: The AI generals can do this, so it only seems fair to let the player have equally competent
generals to delegate to. Will be added in two stages: 1) a shortest path auto-move (interrupted by sightings/adjacent enemies/etc), 2) custom waypoint path.
Cycle Through Armies: I will add a button (possibly next to the turn button) for this. I agree that marking armies to be skipped is important for this to be useful.
Side Bar Text: Site Leader is one of the examples of missing details. I think there are a few others. I also want to add a Research/Projects section.
Roads: Agreed. It is an option the player needs, and essential for a proper feeling of empire-building. I want to avoid abuse of roads through spam, but it's also somewhat annoying if roads are horrendously expensive (to use your example, the Romans did spend quite some resources building and maintaining them). I will try to find a balance (possibly using construction time and need to defend construction from monsters/marauders/enemies). I also want to add one or more spells related to roads.
Re: Desired Improvements
Haha, awesome.
Please, not just generals who can make multi turn plans. Any good commander knows it's really the sergeants that do all the work.
Please, not just generals who can make multi turn plans. Any good commander knows it's really the sergeants that do all the work.
Re: Desired Improvements
Haha good point. Those unappreciated NCOs deserve the recognition.
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