DeletedUser
Guest
I hope the first post is updated.
Theocracy
Democracy
Monarchy
Oligarchy
Empire
Aristocracy
Tyranny
Mythocracy
The capital city feature
The dev team is working on better experience and easier surviving for new players... and for less active. However, the whole suggested design of this feature in fact supports the worst issue of the game. Players who don't gold their cities and/or aren't so active don't grow quickly... extra building levels would make this gap even deeper. Some cities wouldn't be conquered as well... So, players would be forced to search for these capital cities and then cast lighting bolts to take down the senate. Do you want to see tactics based on casting lighting bolts in this game? I don't.
The extra researches
Improved Weapons - It's similar to phalanx but ok.
Imperial Guard - Similar to town guard but why not?
Reinforced Hulls - see improved weapons.
Irrigation - As I said, population is the most valuable and it should stay like this. 500 pop + 15 farm level... oh. What if capital city is on clearly enemy island? Quite frustrating.
Ritual Sacrifice - Again nothing new... similar to divine selection. I'm not strongly against almost same technologies but it's kinda strange.
Whispering Winds - Can't imagine practical usability.
Master Architect - Nice idea however I'm again worried about disbalanced game on revolt worlds.
Skilled Physicians - The last and the only thing which I clearly approve in this idea.
I have to ask you - Have you ever thought about the idea? Or it's all by random? Have you ever played the game? I don't want to be rude but it's rubbish.
Theocracy
- 10% increase in favor production for that city.
- Spells enacted on the city will do 15% more damage/ be 15% less effective.
Democracy
- 20% increase in base resource production.
- Inflation, 10% of all incoming resources goes to fund the city.
Monarchy
- 10% increase in offensive troop fighting strength.
- Favor production is 5% lower in that city.
Oligarchy
- 10% increase in defensive troop fighting strength.
- Buildings and researches take 5% longer.
Empire
- 7.5% increase in population.
- Troops take 15% longer to reach their destination.
Aristocracy
- Research and buildings take 10% less time to finish
- Hero can't take residence in the city
Tyranny
- 7.5% of the troops attacking your city turn back out of fear
- Your people despise you and thus your city will be conquered 12.5% faster.
Mythocracy
- Mythical units fight 7.5% stronger.
- For every mythical unit lost, you will lose 2.5 favor.
The capital city feature
The dev team is working on better experience and easier surviving for new players... and for less active. However, the whole suggested design of this feature in fact supports the worst issue of the game. Players who don't gold their cities and/or aren't so active don't grow quickly... extra building levels would make this gap even deeper. Some cities wouldn't be conquered as well... So, players would be forced to search for these capital cities and then cast lighting bolts to take down the senate. Do you want to see tactics based on casting lighting bolts in this game? I don't.
The extra researches
Improved Weapons - It's similar to phalanx but ok.
Imperial Guard - Similar to town guard but why not?
Reinforced Hulls - see improved weapons.
Irrigation - As I said, population is the most valuable and it should stay like this. 500 pop + 15 farm level... oh. What if capital city is on clearly enemy island? Quite frustrating.
Ritual Sacrifice - Again nothing new... similar to divine selection. I'm not strongly against almost same technologies but it's kinda strange.
Whispering Winds - Can't imagine practical usability.
Master Architect - Nice idea however I'm again worried about disbalanced game on revolt worlds.
Skilled Physicians - The last and the only thing which I clearly approve in this idea.
I have to ask you - Have you ever thought about the idea? Or it's all by random? Have you ever played the game? I don't want to be rude but it's rubbish.