Canceling trade route destroys caravan, as well. I'm not sure that was intended, but a warning might be in order considering it takes 5 mins to produce one.
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Does the AI receive any benefits? What happens to the gifts we send to the AI?
I was practicing how relations got affected and sent about 1000 gold to my nearest neighbors. They seem to have gone up in power drastically afterwards. Which kind of seemed fishy, as the gold didn't bring me any benefits at this stage.
Also, I don't think I was inefficient in growth, but it seems the AI is able to maintain 7 trade routes (and rising), where technologically it is only possible for me to have 4 even if I was focused on trade technologies and policies. Do they receive benefits, or is there some sort of a feature/bug that allows them to have additional trade routes?
Keep up the good work!
Comments like that are wonderful, thanks a lot! I will be looking at all these issues.
FYI, yes AI get a bonus on all productions but not on nb of trade routes. This is a bug that will be fixed very soon. Gold gifts are given to the city of destination which explains the power jump.
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Suggestions:
I kinda like playing tall in civilization, but currently wide approach (at least at the start) seems impossible. So it's quite a must to play tall.
At least not without gardens and theatre. Even then, 2 population cities.
left click works both for navigating the world map and sending scouts. How can you send scouts to locations when your city is not visible anymore? It could be nice if scouts could be given new waypoints for more efficient scouting.
science queue like army or building queue?
Could you make it possible for a way to increase the happiness by population in case you overgrowth, artists?
Could pillaging rewards scale with enemy strength?
trade (pacifism) is INSANELY powerful compared to militarism! It can be less strong. Also, if you have no immediate neighbors that can create a huge disadvantage.
Nice idea, and has a nice enough pace.
I have a few questions and observations/suggestions:
Bugs:
Pacifism tooltip says it excludes piety, instead of excluding militarism.
Diplomacy screen can be accessed before researching state by clicking on the civilization discovery notification. I don't know if that was intended, but you can potentially declare war much earlier than the discovery of state.
switching between different building constructions doesn't return the gold cost.
Keep up the good work!
I can't reproduce the diplomacy issue. Clicking on the civilization discovery notification brings me to the world panel.
Switching between different building construction does not return the gold but it should not take the gold twice now, only once by building.
Interesting and relaxing gameplay. The idea of having different combination bonuses each round sounds nice, but as others have mentioned the cards are truly random. With at most four cards in your hand, it is possible to get stuck and reaching combination goals is completely based on drawing cards that allow combinations. Never use bonuses unless you have to. Nice old game :)
Upgrading certain cards such as iron mine don't bring any additional benefits. Perhaps new features could become available? In the case of the iron mine, it is hard to make it beneficial yet not game breaking at the time when upgrade is possible, but still an idea.
Really nice art style, and nice concept of designing the board. The start is smooth, but the haunted woods is quite slow to progress. One suggestion: One additional sorting to show upgradeable cards at top and a filter to only show cards that are on the board could be nice. Still, a nice concept. Keep up the good work!
Great game! Still I had a few issues that I couldn't wrap my head around. There are slightly more than a dozen spells I need to cast every minute or so. Having only 10 quickslots make it difficult to cast that many spells regularly. It could be nice to bookmark spells and only show bookmarked spells in the spells tab, in addition to spell classes. Spellcraft helps with that, but it feels kinda strange not to have an interface for that. Some upgrades actually make it difficult to progress in game, e.g. gemcraft. Before, imbuing gems is instantaneous but after buying the upgrade the cost remains the same, but imbuing gems take longer and requires manually switching between different gems. I think adding an action is ok, but the old crafting option should remain. Overall, nice game with enough depth to keep the player interested.
It seems the first character is not recognized when selecting a formation(there is no unit there). When I click on roster, he is not in the list of units. Also, adding the second character creates a 0 hp unit in the battle screen. I tried moving them around, now both of them are not selectable.
Is your flash player allowed to store data on your pc? please check by rightclicking and settings.
IF it is, is your allowed space higher than 100kb? what O.S. and browser are you using?
Thinking about it, the "ogre slayer" actually cost way more than feeding the ogre... This feels like a con job pulled off by the ogre and the merchant! A little grindy towards the end, but nice concept.
The ogre could stay there for years and maybe even bring his family, speaking long-term it would be way more expensive. xD I agree it's grindy, but I can't change the price of the ogre slayer now, or it would be unfair to the people leading the high scores. Glad you liked it, thank you for playing!
Yes it is intended. You are right, a warning would be nice