if you play a game and do not find any gold mine, you are pretty much guaranteed to lose. Iron is useful, but gold mine is absolutely critical. Please change naturalist trait so u start with a gold mine instead of iron... or just add a new trait that gives gold mine.
You know, you can sell stuff to other factions.. I have yet to meet one that doesn't want to buy iron for gold.
But yes, gold is very important in this game, I wish caravans would just generate gold instead of resources.
Not wanting to derail the thread, but does anything pick anything thats not "+gildar bonus" when your towns level up? The other 3 options just aren't appealing enough imo.
If you're starved for cash, the Quest line of tech will spawn tons of goodie huts and you can often get quite a bit of gold out of them. And yes, I very frequently pick non-gildar options when leveling towns, as 1 * 1.2 gildar is nowhere near as useful as, say, 10 arcane research * 1.2. It's all about specializing your cities.
I actually wish there were more city level up options.. the current ones are nice, but rather limited.
well, it depends on the resources near the city. If there are one or more lost libraries or temples nearby and no gold mine it would be stupid to pick the +gildar option. In one game I had a city with two lost libraries, obviously I picked the +world research option. Apart from the free guardian unit they are all appealing depending on the resource situation.
Depends on the town, if I have a research library I take the +20% research when leveling. If the town has an arcane library (I forget the actual name) then +20% arcane research. Otherwise +20% gildar.
Only if it's a tech or arcane research hub.
It's something I'd like to see expanded since right now, if the city isn't a tech or arcane specialist then half the options do nothing and of the remaining two, only the +gildar is useful long term. I'd actually like it to be a tree - sort of a mini-tech tree - that was related to technologies you've researched and/or built in the city.
So you could get mining bonuses, gildar bonuses, food or material production bonuses, etc. So the leveling of cities has more flavor (especially if there are visual indicators) and more interesting choices.
I almost never pick +gildar bonus for city level up. Of course, my sov is usually a merchant. Income is never an issue with a merchant sov. I find myself picking +world knowledge most of the time.
Is there a way to see the city details when that upgrade thing pops up? I remember being frustrated because I didn't know what sort of city it was before picking the upgrade
I'd suggest they add in another 'Naturalist" trait for gold and rename the default one to "Ironeer". Both resources can be very useful.
OH, mod idea!
Didn't take very long...
Save this as a xml file (e.g. Talent_golddigger.xml) in my documents/my games/elemental/units dir...
About the 1.2x skills, I would they would let you see the resource production of that city, rather than just say the city name has leveled up, which upgrade do you want?
It gets really confusing sometimes
Hah, I know what you mean. I have been naming my cities with prefixes. Start with LIB if it has a library
Hey thanks, I'll give that a try
Edit: worked perfectly, nice
^^^ THIS ^^^
I don't know if there's some mysterious part of the interface which holds this info, but it really is needed.
Also, I just saw the (do you want to quit) message that says something like "are you sure you want to quit? a couple more turns couldn't hurt..." I el-oh-elled out loud when I saw it, but I wonder if they're going to get in trouble for it. It's like a lawsuit waiting to happen.
odd, if you look at the UI at the bottom, it should show the production of the city that has leveled up, at least for me.
Actually there's two easy ways to get around it. The first is the Adventure tree, there's a tech line which spawns resources. I've yet to research the first level of that tech and not have a goldmine spawn next to at least one of my cities.
Secondly, researching the administration tech in the civilisation tree lets you build a palace, which generates 7 Gildar, more than a gold mine. There's a couple of other buildings which generate gildar too.
I pretty much only pick +Gildar if my city has a Gold mine or later on if it has a Palace.
There are many great features available to you once you register, including:
Sign in or Create Account