BTW, I applied a number of the things you guys told me about things. Especially about upkeep. My game improved notably in both skill and fun factor. Still find things lacking. I still love AoW and got endless numbers of other games to play.
Like #2. being able to see stats of enemy units you see in enemy domain is a big one for me to prevent game headaches and make the game more enjoyable.
@ mostly PhilD
3. Thats interesting about attacking and retreating with a scout, though seems a bit exploitive. Rather see that closed up as a option (like enemy troops being invisable to the battle screen unless you get close enough) And instead a option for more active scouting where you can try to find more information, most specifically invisable-hidden units with increased risk of detection/destruction. If the unit doesn't make it back you don't get the information. But I suppose if the other way sorta works for the game, just not nearly as well IMO.. but its not as big of a issue for me.
But it doesn't cover that scouts unfortunitely don't seem to garner land information (like is it lucky/unlucky, growth/death etc)nor can they be instructed to check it out for increased risk.
4. Information in unit stats about what they cost per turn.
That information about the general rule of thumb for unit cost and that summons are free is very helpful. But sometimes you get units for free from an event or other circumstances where you simply don't know how much it costs. (like you don't know if a summon unit is also purchasable or not) Also like being able to see enemy unit stats outside of battle, it saves you from having to look things up or memorize them.
Does inkspot allie or other negative sites act even if you haven't found em?
5. Being able to dismiss troops
Quote:
PhilD said:you can always send them out on suicidal missions
|
Unless their units, then you have to make a commander and go through the hassle of meeting up and switching units and finding something to suicide against.. too much hassle.
Quote:
PhilD said:real life rational
|
Come on, pensions?! Thats a modern concept. More likely would be compensations to family for soldier loss. But if we really wanted to get realistic we would have units be drawn from general population (population goes down when units recruited) and population gets more unhappy when units from there get killed. Which actually would be good ideas but are not in the game AFAIK.
As of yet noones mentioned a game reason for not being able to dismiss units. Or have quibbled with my logic that programming a dismiss command in would be a cakewalk for any programmer. It baffles me that its not in there and makes the game look amaturish in design IMO.
7. Units stay together in battle.
Quote:
PhilD said:But this has a cost in micromanagement
|
You and I have a very different Phil on what micromanaging is it seems. My definition is more time spend on settings to compensate for what can be done simplier or by the AI or design. So when I can order troops to stay together by command or just have them do so automatically.. thats less work then having to figure out how far back I need to put faster units with or without pause so they don't get too far ahead in a battle and place them there.
So to me a option to have units stay together is
less micromanaging as far as I see it. I got no idea what your idea of micromanaging is.
Q5. Yet I've read a number of exploitive technics that allow you to have more then one prophet.
Gods can change their mind about who they favor, else they wouldn't be gods (think of biblical god.. god) Rather have an option to change prophet with delay perhaps.. and measures to prevent one from having more then one prophet.
You don't pay upkeep on prophets right?