bunch of things in no particular order..
- city spamming shouldn't be the mandatory strategy.
- ai melee monsters that are sitting on their homes don't advance when they are attacked by your missile dudes. they just sit their and get pinged to death. i imagine the devs did this because they don't want the monsters to abandon their home so it can be looted. solution is to make the home un-lootable until the last spawn of monsters from it has been destroyed, and then have the melee monsters rush any missile units that attack them.
- selecting a unit through the side bar should centre the screen on it. same goes for when the ai selects a unit. currently as long as it is on the screen it won't move the camera over it.
- on the ai's turn, the big block that appears in the centre top part of the screen indicating whose turn it is - this should be moved so it isn't in the way of the action. maybe bottom left corner.
- more info on special terrain. maybe right clicking to bring it up; similar to unit descriptions. ie.. right clicking on the iron mine would show you that a foundry could be built on it, which in turn would provide master armor (or whatever it's called), which provides added melee and missile resistance.
- more info on regular terrain with respect to movement penalties and attack/defense modifiers.
- water tiles could use a bit more city building options.
- kingdom tab of some sort which summarizes your total empire's cities and units.
- missile units feel more powerful than melee units overall. maybe buffing melee hp or reducing melee damage just a notch.
- having units enter shallow water end all movement and putting them in a 10 hp boat is nasty. it's great for weenies but terribad for high tier units. maybe i'm missing something in terms of transporting units through water, but if not - boats for this purpose need more hp. afterall, they aren't row boats.
- heroes would be a cool addition albeit kinda cliche. purchasable from building upgrades. they could affect friendly units in surrounding hexes and provide various combat support roles. or perhaps they could join a unit and share the same hex, increasing the troops stats in various ways based on the hero.
- spells that modify terrain.
- limit the # of buffs that can go on one unit.
- city spamming shouldn't be the mandatory strategy.
- ai melee monsters that are sitting on their homes don't advance when they are attacked by your missile dudes. they just sit their and get pinged to death. i imagine the devs did this because they don't want the monsters to abandon their home so it can be looted. solution is to make the home un-lootable until the last spawn of monsters from it has been destroyed, and then have the melee monsters rush any missile units that attack them.
- selecting a unit through the side bar should centre the screen on it. same goes for when the ai selects a unit. currently as long as it is on the screen it won't move the camera over it.
- on the ai's turn, the big block that appears in the centre top part of the screen indicating whose turn it is - this should be moved so it isn't in the way of the action. maybe bottom left corner.
- more info on special terrain. maybe right clicking to bring it up; similar to unit descriptions. ie.. right clicking on the iron mine would show you that a foundry could be built on it, which in turn would provide master armor (or whatever it's called), which provides added melee and missile resistance.
- more info on regular terrain with respect to movement penalties and attack/defense modifiers.
- water tiles could use a bit more city building options.
- kingdom tab of some sort which summarizes your total empire's cities and units.
- missile units feel more powerful than melee units overall. maybe buffing melee hp or reducing melee damage just a notch.
- having units enter shallow water end all movement and putting them in a 10 hp boat is nasty. it's great for weenies but terribad for high tier units. maybe i'm missing something in terms of transporting units through water, but if not - boats for this purpose need more hp. afterall, they aren't row boats.
- heroes would be a cool addition albeit kinda cliche. purchasable from building upgrades. they could affect friendly units in surrounding hexes and provide various combat support roles. or perhaps they could join a unit and share the same hex, increasing the troops stats in various ways based on the hero.
- spells that modify terrain.
- limit the # of buffs that can go on one unit.