Unless one go quickly for the victory (like conquest) on tiny map, the late game is very bad. There are 2 problems
1) Technical problem - the game just become VERY slow. I have good computer, I do not think it should slow down like that. More over, it seems that it just hits some kind of barrier, like in 20 turns around turn 150 it converts from OK to run game, to nearly impossible to run.
2) Late game mechanics. When you kingdom is big, it becomes just way too tiresome to play. I am talking about constant attacks of caravans that require clean up forces EVERYWHERE. And if you have a war and some quests on your hands, the whole game becomes just too much. It is TOO much going on, too many UNINTERESTING things to do. (train unit, train pioneer, do not forget about those, send them together, oh no - to many monsters, find another unit go clean the aria, found the sity, build up the city, reapeat, while at the same time, protect the caravans from monsters from every directions, train inits, build buildings in your 10 or so cites, it becomes really uninteresting, cumbersome with no interesting decisions to make.)
I think one big help could have been, if monsters would not be able to enter your territory at all! Like in civ games. Also, their amount must be reduced. Also, teleport spell must be cheaper, and/or, there should be away to prevent spent mana in auto combat so that it goes below some amount that you can specify. There may be another teleport spell require research, so it is like level 4 spell, that let you teleport to any place where you do not have FOV. So you could teleport and protect pioneer. More over, heroes should be able to teleport as well, not just your main.
There must be also some kind of mechanism to prevent building so many cites. Even when you conquer new ones, you should be able to destroy city because it is too hard to maintain or something. Because maintaining 10+ cities is ugly. Or there may be another way... like making possible to build just ONE city building of ANY kind (may be excluding housing) per WHOLE KINGDOM. No monastery in every city! Or there may be some mechanism, like doubling the price of building if it is build in second city, tripling for third, and so on...
it's a double edged sword. I remember enchanted roads in MoM that have 0 move cost. The AI could storm through your entire line of cities in one turn, but you could also do the same if they had roads.
Not sure if it's a bug, but once your caravan is setup then you don't have to worry about them getting attacked. You still get the food bonus if the caravan is killed. You even get to build a new caravan to start a new route for another bonus. You won't have a little mini caravan going back and forth to make the road 'better', yet i it takes hundreds of turns for that to happen anyway. I've only seen an upgraded road once and it was during the campaign between two cities only 5 tiles apart.
If you have 10 or more cities, having a squad escort a caravan, which you can do already by the way, gets bloody expensive. At least the road stays, or at least, I think it does.
Quests pop mostly around your cities but not exclusively by any means, resources pop in your ZOC and that is a pain the butt because you normally have to research the first item in that tech when you've only found a couple of cities.
Monsters should not be able to spawn in non foggy areas. I was running an army along this morning and during the end of turn phase there was this little light two squares away and pop, a bunch of high level trolls...what's the use of the scout's cloak if monsters can just spawn right on top of you?
The spawn is much too aggressive, I liked that in the early game in civ because you could level your troops, and I like it here as well, but once you've got your empire set up only Events should cause a lot of monsters to spawn in areas that are technically under your control. I don't mean those little events Jarusk comes up with, because how does someone invading a dungeon way away from my empire (since I have cleared everything in my space), cause a bunch of monsters spawn around my cities?
The end of all strategy games is pretty dull, once you get over a certain hurdle, you've won. You know it, the AI remains oblivious and it becomes a plodding micro management nightmare. I wish AIs were better about surrendering. It's been a long long time since I bothered finishing a gal civ game, or a civilization game or any 4x game that wasn't played on a small map.
Well, in MoO2 I think you could destroy planets entirely. With the healing spells in this game and the nice mana regen you can get later in the game I will admit I just carry a team right through the enemy destroying everything, you don't need a tp point if you never go back to town. It's one of the big reasons I train mages so aggressively in the early part of the game, getting them to lvls 8-10 with nice levels of mana, because my sovereign will eventually leave my territory for war and likely not return for any reason.
To be fair, in this game you can play different victory scenarios that don't require that end game messiness. What I am not fond of so far, in addition to tactical combat magic issues, is the fact that negotiating with the AI for treaties is...pointless? I am typically way ahead in tech, way ahead in every department and their tech pact has a way higher value than mine? What?
+ 1 about the treaties, plus you anyway you just have to throw so couple gildars in the balance to get the treaty if you really want to, and that's not too hard
I could see deployable installations like the perm level 1 cities of the subraces.. with enhanced defenses or other bonuses, that didn't grow like cities but reather had a ZoC based on the attack strength of the forc3es stationed there or some such.. Or have some modified population potential so they could train there and expand at least one or two spaces from the initial location.. That way you could go and grab resources, control strategic choke points, with9out having to really invest in its growth.
Yea, I totally hate that, in my game, which is luckily very stable for it going almost close to the 300 turn mark (knocks on wood) it sickens me to see these poorly designed roads, especially since I have about 10 cities or so, at Level 4 and 1 at level 5. (Got about 22 settlements overall, and I'm not even the highest, the Kingdom of Umber has over 30 I think, so yes it's been a really fun game)
I can understand how the micromanage can be a hassle, but the best suggestion I can give, is one previously already stated, expand your borders, build in such a way that your influence covers the map, so the monsters won't spawn, then they'll be a little nuisance as best. Also, get use to that Empire tree, believe it or not it's actually very helpful to find out what cities have no construction going on. (If you see a gold square around the city, in the empire tree, that means there's no construction going on, so time to build) My only complaint with that, is if you expand past 15-16 settlements, the other cities won't show up on the Empire Tree (Or at least I haven't figured out how to get all my cities to show there yet)
The more I play it, the more potential I see in this game, but at same time, this game still needs a lot of work, so hopefully we'll see what version 1.1 has in store for us.
I think the problem is with that is that all factions seem to take into account the Power Rating more then anything else, a good example of this, was in my current game I'm playing. I finally discovered Altar, yet they still didn't want do crap with me, and then I discovered Capitar, Altar decided to go war with Capitar, and I joined in, and in turn I ended up pretty much wiping out Capitar. After I took 4 of their cities, their sovereign attacked me (whose a royal in a pain in the ass with his freakin Morale buff, arghhh...) but eventually I cut him from finally escaping, and actually killed him, and yes his faction disappeared. (That needs to be seriously re-worked, what's the point of having a son or daughter if they can't inherit!, lol) Anyhow, I kept on moving along in my game, and then I started to get annoyed at the Kingdom of Yorlin (misspelling i know, sorry) taking up those nice Capitar resources, so I declared war on them. They had some nice big cities, and when I conquered those, and still in the process of conquering them, my Power Rating went from like 220, to almost 400, way above Altar's 300, and man was it easy to make deals with them. Now I got a Alliance, a Trade Treaty (which I receive 10 more gold then them), and Tech Treaty, and it barley cost me any gold or diplomatic capital. So yes, I think that also need to be re-looked at down the line as well.
I echo the sentiments of you guys regarding the late-game micromanagement and it's tediousness (as with most 4X games). Nevertheless, after I get to a certain point in 4x games, I find that my brain basically goes on autopilot and i don't really think about what I'm doing, I just keep playing for ONE... MORE... TURN... until I happen to randomly complete an end-game goal. It's like with CIV and MOO and all the iterations. I haven't played enough EWOM to finish yet, but once the game starts lagging and music and SFX starts disappearing, I go cloth map only to speed things up while turning into a zombiegamer until the game crashes... then I go to sleep 3 hours later than I should have...
But as mentioned, most 4x is tedius almost by nature as it just feels like glorified spreadsheet/accounting, number crunching, but with pretty graphics... the late game just becomes a blur to me and if i ever finish a game, I get treated with a cutscene of joy, and then it's over..... and then i wonder why i spent the last x hours playing instead of doing something more productive... that "YES!" fistpumping factor is not there for most 4x games at the end... I know this isn't an RPG per se but maybe a more RPG-like epic "yeah it was worth it" ending instead of leaving it to our own imaginations... not sure if this makes sense, lol.
I know part of the reason tedium sets in for me is the way I play 4x games. I'm a pacifist wuss, I try to avoid war whenever possible, even if the game has "war" in the title, lol. So I always try the diplomatic route and focus more on killing wandering creatures etc, and also making friends, even if it means giving up a pile of gold. I almost never initate a war with anyone. Maybe I need to be more daring.
Another late game thing for me, anyways: I like the quests in the game, but I find that the number of variety of quests is sorely lacking, especially late game. I think I've come across the same quests in random order each game (silver flute, 3 crystals, the ring of seeing, potion search, and free horse and maybe some others i forget - but there seems to very few quests)... if i have the time to learn to mod this game i'm going to try to create some quests... I play lots of RPGs and I like to think I've made up decent quests before for other games (e.g. NWN) so maybe I can help reduce some late-game tedium with some SUDDEN PLOT TWISTS (TM)...
I know the guys are working on perpetual patches which is kind of good... hopefully the late game tedium gets resolved in creative ways, too...
I finally got to the 5th battle in the 5 quest thing and my units just started vanishing and
one of my damaged units from before was doing 45000 points of damage a swing. Im
guessing this isnt supposed to happen so I'll be waiting for the newest update and
then a fresh game for me
Part of the problem is that if you don't cover everything with cities to spread your influence, there are hundreds of monsters spawning and attacking the ones you have. Influence stops 95% of the spawn points for monsters.
Mouse wheel scroll through them.
The OP is obviously not an EMPIRE BUILDER type. All games that are Empire builders run into this mid/end game routine with lots of units to deal with and lots of cities to deal with and lots of ai units to deal with and just LOTS OF THINGS TO DEAL WITH.
Go play candlyland if you can't handle it pal. It's the way of Empire Building. Even the simpliest Empire builder out there "Empire Deluxe" is like this.
Plus I don't get any slow downs on my computer playing into 300-400+ turns. So you might have a high end computer but it's not optimized and you probably have a virus you don't even know about. Get you a program called Malwarebytes and run it as it's one of the best for finding hidden trojans your high class anti-virus software never does.
I don't think you need a mechanic to discourage cities, that's just stupid in my opinion, If I want to make a kingdom I'd want a Very big one, 40+ doesn't sound bad to me, what we need is some way to automate that. Not get rid of it.
Look kids, it's captain fanboy! No feedback other then "this is the bestest game evar!" is welcome when he's awake.
The memory leak is a confirmed problem by the devs, and something being worked on. Saying you don't have it means absolutely nothing.
OH YES. The endless number of Civ empires I never finished. Usually in last third of any such game it's either clear win or clear loss.
But I agree with the OP. I always have this feeling the world is spiraling down into chaos the more the longer I play. Mobs are EVERYWHERE in overwhelming power and I have NOWHERE any feeling like really establishing more civlization out of chaos. It's more a descending spiral of wars and death.
Look kids it's Capt Troll who always adds nothing to a thread when he posts but trollish remarks about someone else. Haven't the moderators already told you about this once? Why do you persist are you trying to get banned? Also memory leak confirmed or not those that don't have it obviously show meaning for something. Their systems work and yours doesn't hahahahaha So, quit trolling Tridus I'm watching you.
Yeah I'm starting to notice that about him also. Just post about the game Tridus and quit trolling.
At any rate Empire building has always been about building great empires of cities, units and infrastructure and I like it so no complaints about more more more during the end game or leading up to it.
Other than the framerate slowdown after hundreds of turns (though I haven't had it show up yet at 568 turns this game), I have so far found late-game pretty manageable. In my current game I only founded 6 cities, but two of those were to control an area of intense monster spawning - though I should have just formed an Accursed Valley (raise mountains around it) from the beginning. Would have been a nice wildlife preserve I haven't built a pioneer in like 300 turns.
The rest of my 19 cities were captured during battle, and other than making sure they weren't squandering resources and garrisoning them, I ignore them unless I need to build up an army.
In 1.05 the spawns don't seem to be so out of line (1.01 had crazy powerful mobs with power ratings of like 8000 for me) and I find them a handy source of gold, but if you're getting swamped by mobs you could turn the World difficulty level down a notch and keep the AI at normal.
You can also just leave cities alone and keep them as outposts. There's no mechanic that penalizes you for leaving outputs undeveloped - just our sense of "But it could be improved!" . Only thing you might need to do is garrison a strong unit or two (preferably something ranged and something melee) and, if something too big pops up teleport your sov + army over and wipe it out. Or if you've got channeler children, that's a perfect duty for a 2nd or 3rd army to level them and your troops.
Another question.When one of your citie is captured and destroyed,you get unconstructible tiles around the last city place.Is there anyway to clear them ?
What speed are you playing at?
have you considered Epic which will slow the "fun" things down so that more interesting things are happening later on?
Good post and suggestions
In a pre-release interview Brad said that he found this cumbersome in 4X games as well, and to prevent this in Elemental, the game would let you build on resource tiles that are not actually in the city itself but in the ZOC and to make those resources global instead of local. This sounded like a good idea to me. But now, it seems this isn't really a solution. In practice you want to secure important resources as quickly as possible by building a city close to it. This way, you still end up with a lot of cities to manage (although there isn't actually that much to manage).
Some thoughts to make this less annoying:
- having an auto option where you could set the specialization of the city: an arcane knowledge city would then automatically build new arcane buildings when available through research. Same for farming improvements, mining improvements, etc.. 'Multiple specialization' would have to be possible too.
- having a message telling you when a city is completely in the ZoC of your other cities (so you could raze them without any negative effect on your ZoC) AND at the same time giving you a nice incentive for razing this, maybe giving a random, powerfull weapon or spell to the player that is 'found' while plundering and razing. To prevent 'milking' this game mechanic for the loot, the city should at least be level 3.
Edit: Blah, disregard. I'm too tired.
Um, right. There is obviously a strong difference of opinion between Tridus and RossAnderson48. Opposite end of the spectrum as it were. But even so you have to admit RossAnderson48 telling the OP to "Go play candlyland if you can't handle it pal" was pretty poor behaviour. Tridus probably shouldn't have pulled out the Captain Fanboy comment but some reply was deserved.
Folks in this post have spoken of raising mountains around their borders. Have they actually tried doing this? As Empire, my spell for Raise Land states that you can only raise terrain up to hills, not mountains. I have also tried in-game to use it to close off gaps in the mountains and was unable. Is the Kingdom version different?
No, there's a book you have to get from a Quest. It's either a L2 or L3 Quest for "Moraih's Spellbook", it adds a moderately high level set of spells that allow you to create mountains.
YES YES YES
At least, having them NOT attack your caravans. The monsters should be there to make the lands "dangerous", but they shouldnt go and independently attack your caravans tbh. I mean, arent the caravans supposed to have escorts? I mean, behind the scenes. How do they protect themselves against robbers?
Caravans should only be in danger from other civilizations, as a means of disrupting your supply and food bonus. Not by friggin spiders..I know they are supposed to be mutant super spiders and all, but this is still a game and its just not fun to have an entire traderoute be disrupted because a spider crawled across the road.
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