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PostPosted: 16 Mar 2018, 10:38 
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most of us have done most of science
would be nice to get another city or 2, outer domains, missions, another hero all added to science to study


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PostPosted: 17 Mar 2018, 11:34 
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I think it would be something to consider.

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PostPosted: 17 Mar 2018, 19:12 
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Joined: 18 Aug 2016, 23:33
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I would not be opposed to a couple of new ones as well.

A science to gain chance to find in ruins maybe, and a trainer specialisation to reduce troop training time even more.
(troop training being the main detractor for all i have tried to get to play)

And yes i am aware we have Military drill already. But the ability to gain another 10-25-50% from a specialisation would be great, for new players as well to cut the time down to go from level to level now takes forever to get the new troops required for the new level ruins.


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PostPosted: 18 Mar 2018, 14:58 
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McFarlin wrote:
And yes i am aware we have Military drill already. But the ability to gain another 10-25-50% from a specialisation would be great
Military Drill gives 50% at max -- the cap for unit training boost is 90% with abilities, scrolls, and artifacts. Training Spec sounds interesting but would have to be different than what you described, possibly a 5-10-15% reduction on training time, population requirements, and/or resource requirements for the troops or something along these lines. A 10-25-50 training speed would throw a lot of things out of whack mostly revolving around rendering many scrolls, hero abilities (Guru), and artifacts useless/redundant.

I know you already considered it (since you brought up Military Drill), but upon further consideration Military Drill is essentially what you're describing -- and it does not take up your specialization slot.

McFarlin wrote:
for new players as well to cut the time down to go from level to level now takes forever to get the new troops required for the new level ruins.
I am confused by your reference to "now takes forever to get the new troops required for new level ruins."

What changed to make it "now"?
What new troops? (tier 4?)
Required for what new level ruins?

Notice that monsters did not go to tier 4, so nothing really changed for small players except that it actually becomes an easier battle once they get tier 4 troops.

Also it may just be me, but I found it very delicate, almost too easy, to increase rank from 1-4 via army. Personally I always felt like when I got a decent number of troops to fight a ruin 1-4 I found myself at the next rank up. Of course this was long ago and I was a novice with army comp, so I had troop numbers in the wrong places bulking up my army, but that aside it ramps fairly easily.

One cast of Mobilization (Guru) will shoot you from 1-3 maybe even 4, and if not then another cast will do it. Takes a week (3 days per cast totaling 6 days) if you have it maxed, otherwise maybe a few weeks for lower levels of Mobilize. This doesn't include regular training happening parallel. Is this "too slow/forever"?

Did I misunderstand your comment?

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PostPosted: 18 Mar 2018, 15:24 
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i was not saying those numbers should be used, or that even those suggestions would be good for the game.

as for the time it takes to make the next type of troop for the next ruin comment.

When you are hitting level one troops you use (if using best suited troops for that ruin level) a certain troop correct?

then when you move up to hitting level two ruins these troops are no longer the best troops to sent to that ruin level.
it takes much to long in the minds of new players to build the troops needed to then move on to killing the level two ruins and so forth.


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PostPosted: 18 Mar 2018, 18:55 
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McFarlin wrote:
When you are hitting level one troops you use (if using best suited troops for that ruin level) a certain troop correct?

then when you move up to hitting level two ruins these troops are no longer the best troops to sent to that ruin level.
it takes much to long in the minds of new players to build the troops needed to then move on to killing the level two ruins and so forth.
I see what you mean, the alternating army comp to correspond.

I don't have much to say on that I think it is fine, the game is supposed to play over weeks, months, etc.

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PostPosted: 18 Mar 2018, 21:44 
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Hexxus wrote:
The game is supposed to play over weeks, months, etc.


And that is the exact reason all of the players i have got to play the game have now left it.


Not sure what a solution could be, but the super slow pace at the beginning of the game drives away new players.


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PostPosted: 20 Mar 2018, 05:46 
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Joined: 25 Sep 2013, 20:19
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Once it was required to be 5* to recuit hero, now you can have one even as low ranked. It is possible to kill ruins with hero only, basicly no troops needed...


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PostPosted: 21 Mar 2018, 15:23 
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ontariomoderate wrote:
Once it was required to be 5* to recuit hero, now you can have one even as low ranked. It is possible to kill ruins with hero only, basicly no troops needed...
Yup, I remember this time and I was quite upset about the change when it happened -- I actually deleted my account in protest. But since I've grown to accept it and I guess it does add more favorable play across the board.

But the hero defeating ruins alone part is quite silly -- but I guess that difference is what makes the Builder hero actually good and see some action since he is typically not a good option (compared to other options) at higher play.

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PostPosted: 22 Mar 2018, 18:16 
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ontariomoderate wrote:
Once it was required to be 5* to recuit hero, now you can have one even as low ranked. It is possible to kill ruins with hero only, basicly no troops needed...


Once you have leveled the hero up to get that skill maxed out yes, this is true.

Its getting it to that point that takes forever, i am telling you from personal experience of trying to get now 7 people to play and every one of them says its way to slow and they end up leaving.

So say what you will about the topic, its a fact that new players hate the pace of the game and are leaving before they get far into the game.


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PostPosted: 22 Mar 2018, 19:04 
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McFarlin wrote:
ontariomoderate wrote:
Once it was required to be 5* to recuit hero, now you can have one even as low ranked. It is possible to kill ruins with hero only, basicly no troops needed...


Once you have leveled the hero up to get that skill maxed out yes, this is true.

Its getting it to that point that takes forever, i am telling you from personal experience of trying to get now 7 people to play and every one of them says its way to slow and they end up leaving.

So say what you will about the topic, its a fact that new players hate the pace of the game and are leaving before they get far into the game.
I agree/disagree.
If we are talking about Builder hero, with portable forts he can easily solo a ruin without any artifacts, he'd just need to portable forts near max which he can get within the first 12 levels or less.

The first 9 levels go VERY quickly actually. A single potion will level you sometimes twice.

In my experience (I've tried to recruit many) if someone trying to play has not enough patience for this then they wouldn't like this game anyways. Usually these same people also complain about the "graphics" of the game as well and lack of "action".
(And my personal dig on these kinds of people is that they probably have no savings account and are prone to impulse lifestyle and instant gratification.)

I think Ontario's point was that the game has already made leaps towards catering to low rank/casual players -- and they still seem upset about the pace. There was also a time when this game had no heroes at all, just troops. The pace ramps up as the civilization grows -- it is a civ game. If everything could be completed quickly there'd A) be no point to it being something to do, and B) undermine the effort and perseverance required to complete and get there.
I know you know what I'm talking about, but I'm just making my points in general towards the players who don't understand.

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PostPosted: 22 Mar 2018, 22:01 
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Hexxus wrote:
prone to impulse lifestyle and instant gratification.


:lol: :lol: :lol:

If you only knew.


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PostPosted: 23 Mar 2018, 12:36 
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Joined: 05 Oct 2015, 03:27
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There is only one resource that is scarce in this game: slaves.
Even if you are well organized with necromancer + artifacts + pits at certain times they are not enough.
My small and modest idea: stable a relationship of conversion, that is, more science studies more slaves as gift; I do not speak of enormous quantities of slaves but of small quantities, a little help.
This could happen only if you have studied ALL the sciences (camps, production tecnology, etc ...)

This would also bring many benefits to the administration:
- players should be obliged to study everything, spending
- players would be motivated to buy scrolls
- have complete sets
- have built villages and then risk having them disbanded (more wars)

Missions, cities, heros and pits aren't a problem: you must have artefacts sets or single

It's a strange idea .... but maybe not so much, because the science becomes useless at some moment.

PS ....or let me disable the green led: I will not tolerate it :?


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