I must be missing something. It's not that I haven't played games like this - I've been playing 4X games for over 20 years - and that's what is baffling me. I'm playing this game on the easiest level, and I'm getting my ass handed to me. Soundly and repeatedly. Pretty much from the get-go, I'm fighting an uphill battle, even when only against 2 other factions.
Especially given that these are all happening on the easiest level - a setting I haven't used in a 4x game in years - leads me to believe that there is something very fundamental that I must be missing, but I don't know what it is. Any suggestions?
I have to agree with the original poster. These are power gaming strats that don't fit very easy level. I wanted a simple easy level to practice builds and technologies and such, instead I suddenly get war declared by everyone and massive armies of ogre stacks appearing on my borders. So yeah, the difficulty isn't reasonable. Very easy should mean the enemy barely trains troops, and the game is at your pace. Though at heart it seems the main problem is just that the humans are too weak. everything is more powerful for the empire nations.
If you think the game looks too hard (I've agreed), remove all Empire Sov's from the list of nations in the game. Empire AI >>>> Kingdom AI.
In the last page of game creation Kingdoms are upper line, Empire in lower line.
You know - this could just be the disconnect that currently exists between setting the World difficulty level which is done where you set the world name vs. the AI difficulty level, which is done per faction (right now - that's supposed to be changing so that setting the world difficulty level also defaults the AI to that level as well).
Try going in and setting each of your AI opponents to Easy, since in 1.05 they default to Normal I believe.
Well, you found it, as did others. So it all worked out in the end.
Thanks for all the pointers, everyone. I think at this point, for me, I'm with others: I'm gonna put this game back into the oven until it's done. Brad linked a post on FB today saying that there's going to be an update down the road with some major game changes. I'll wait for that and give it another go. Really sucks that this one missed the mark a bit, but I'll give SD the benefit of a doubt and come back later to see what's up.
I'm doing better now since I'm trying Empire forces, they're just so imbalanced with too much military power compared to the kingdom armies. Really unfortunate. But a little easier to have a go at for now.
Given the rushed nature things seem to be going at the end of Beta, many people said they should probably push it back until Feb. And it kinda looks like they were right especially if they are gonna make major changes to core mechanics like the magic system.
Also I made the joke during beta that EWOM will be ok but EWOM2 will be awesome just like GalCiv series. I played the first GalCiv series and it was a nice game but it had a lot of flaws and didn't really keep my attention for a long time. But GalCiv 2 they really fine tuned a lot of things and polished it up a bit more and I like that a lot and have played it a heck of a lot more the GC1.
Besides the eventual sequal they could go the Sins of a Solar Empire route and simple release expansions to add features the game really needs. Such as the ability to see enemy factions relations with one another, something Sins was also lacking until Diplomacy expansion.
As for now though there is a lot that needs more polish like tactical combat, magic system, and etc. I give SD a lot more credit then other companies because at least they try new stuff and they put a lot of effort into continuing to support and polish a game after release unlike some other studioes that simply drop a game on release date and only release a patch if there is some major bug.
I think Pyromancers list of tips is an excellent summary of what you should be doing.
I wanted to add more emphasis to the point that population is completely irreleavnt in this game, getting a good mix of resourece nodes is the key to a good start. Right from turn 1, I start spamming some peasants to go scouting in all directions and figure out where the gold mines, food, materials, libraries, temples, and mines are (in that order of importance) and quickly have pioneers coming behind them escorted by another peasant to grab them before the AI. Getting those resources is key. Getting more than one of the same kind in a city is even better because of how the multipliers work. The only cities you want to be leveling up are the ones with the resources nodes you need more of at the moment so you can apply multipliers to them. Nothing beats a city with 2+ gold mines plus all the multiplier buildings plus taking the +gold% option each time you leveled up the city itself. You'll be rolling in gold with a city like that. The same principle applies to every other resource. Grab what you need early, build some cheap defences to deter the AI, grab some military techs in case they are needed, and you'll quickly have a stronger economy and decent military and the AI should leave you alone. For outpost cities with no resources don't bother leveling them up past level 1 (or maybe 2 if you're rolling in food), don't build any multiplier buildings in them, and there's no rush to build the basic +1 buildings in them either.
I agree with the don't bother to level up no resource cities. But I think you should still build the basic +1 buildings as they are fairly cheap and an additional 1 can help a bit. Especially in R&D early on and the Gold/Material is earned back very quickly. Where as the +% buildings first require the city upgrade and then give such a small percent on return it takes a lot longer to earn them back unless you have resource nodes there. I mean a hut cost 10 gold and the +25% from market will take 40 turns to pay off in a city with just +1 gold. Plus that doesn't include the cost of the market.
A really good strat is to get the briliance spell first thing and zap three cities within the first 20 turns. Then get all areas of study up to level three and start teching your military so that you can get money from the earlier level creatures. Use that money to build more soldiers and continue to tech warfare until you can get blunt weapons and parties of four at training level 2. By that point you are unstoppable and you can just start a new game. If you continue, I like to go after all the resource techs so you know what you are exploring. Then pump out four more cities a good distance from your core cities and go on a bloody rampage against your nearest enemy faction. If you are playing my map, Prirod in the downloadable section, there are alot of heroes you can imbue with essence and then level them into summoners (that means high essence and not much else). The best thing about beasts is that you don't lose anything if they die. Just reconjure them and attack again. This map is so big that you may want a few outposts just to be able to teleport your monsters across the map. I set aside two heroes to be my transportation specialists and let the rest pump out fire demons.
(fire attack)-----------------------> = sudden acute death.
Any questions?
I have just left a similar post.All this game does is annoy me.And even if you survive till latter stages it's a war of attrition you cant win.
I probably shouldn't chime in here, as I can tell by reading that most of you are far more experienced powergamers than me, but I also had a sense of overwhelming doom my first several games. (Many!) I can only say that the people providing strategies are correct, this doesn't play quite like any other 4x games I've played, and I've played them all. My first tip is get Heavenfall's bugfix mod, it actually makes offensive spells work, to the point that casters are the heavy hitters in all my armies, and second, the tech tree is key. I mean, REALLY, REALLY key. Not just civ or mil or magic, but WHICH tech you choose. I naturally gravitated towards weapons tech, and had really powerful single units who were getting their butts kicked. Parties and squads are underemphasized critical techs. I also recommend 2 mil for every civ for your early game, don't do adventure at all until you have at least three cities, then do the quest tree, not the recruiting or maps tree. That will make the loot locations pop everywhere. I fund my Civilization with those things in the early game, and in the late game, monster hunters do the same thing.
Also, as another poster said, starting locations are important, and the game kind of sucks at this, so don't be afraid to quit and restart until you get a good one. For some reason the game likes to surround you with enemies more often than not, so exploring early and setting up cities at choke points can help you establish territory.
I never declare war on the major factions, usually one of the empire factions will attack me sooner or later, usually sooner. Often, however, if you can beat off his initial attack (which sometimes won't happen for 10-20 after the declarations) and then immediately counterattack, you can roll up 5-10 enemy cities quickly, as they will have only one defender each. Don't be afraid to Raze his cities, either, as the AI makes crap cities in lousy spots, often far to many, as well. (Fortifications tech lets you raze)
As to techs, with military, start with logistics, which gives you parties, (For those who haven't figured out the interface to build those, it's the buttons at the top of the build window, left side party, squad, etc. right side experience) Don't bother with weapons or armor past leather and the one that gives you the mace, that will hold you until well into mid game, as the game mechanics vastly favor 'Glass Cannons' in the early game.
I also recommend doing the tactical battles, even if they are often tedious. Using HF's mod, my casters often kill enemy armies before they can close to melee range. When it comes to spells in the early game, start with flame dart, then hurl boulder, then (maybe) imbue caster, after that, research level 2-3 back to back, so you can get chain lightning and fireball. These spells are my sixguns, I seldom use anything else, at least until I get a shard, after that, I use whatever matches my shard... HF's mod makes getting shards have a visible difference in damage, so while sometimes you still only do 6 damage, recasting the same spell at the same target gets you 60 damage second time around, at least once you get your INT above 20...
Wow, this turned into a wall of text, which I really didn't intend, but hopefully some of you who are having a hard time will get SOMETHING useful out of this...
Be aware this is not a powergamer definate win strategy, I still lose sometimes, but I generally enjoy my games, which is what, I assume, we're all looking for...
Hey, all ...as I expected, Civ V ended up taking over my 4x life for the last several months and never went back to Elemental. Been getting the Facebook updates and everything, and I was thinking about giving it another chance. How have the updates been? Has the gameplay been improved to a playable state? Really hoping to tear into this one finally.
1.09 is eminently better than the alpha release that you were playing: almost stable, hugely flawed but strangely appealing and with clear potential. The 1.1 beta is out today (no coincidence I suspect); haven't tried it and won't - done my bit as a bug detector. The changes seem to be pointed in the right direction and once 1.1 is out, I plan to give it a shot again. Hardly a definitive answer - but then anyone who is definitive at this point is either a fanboy or a hater blowing smoke.
Strangely enough, that's actually a pretty helpful answer. Basically, it's still not a finished game? (Oh the Gamer Bill of Rights irony...) I don't blame you for not wanting to be a bug hunter. Although not a hater per say, I'm certainly not a fanboy at this point. Oh well. Might just hang this one up and wait for GalCivIII.
Thanks for the update.
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