Sanati Sanati

Some concerns.

Some concerns.

Lairs don't appear to ever respawn. After a few dozen turns on even a large map with a lot of AI players the entire "player vs. the wild" concept disappears. A wildlands area might still exist if you can find it (they are too rare) but it will probably be on the other side of the map across 5 AI's territory. Lairs should be constantly respawning (much faster if they already are) and monsters from wildlands should eventually move out and start invading people and perhaps building more lairs as they go.

Monsters don't attack cities enough. In fact I've only ever had a monster attack a city a single time, and it was because I built that city right next to a rank 3 quest location, which I eventually ended up failing and releasing a swarm of fire elementals and worms, and one of them attacked my city (probably by accident because they had nowhere else to move). Maybe make this a difficulty option.

I think the intention was to have tiles with yields be "rare" so players only had a few cities, but as a city's influence spreads the outer edges become fertile and eligible for city building. This leads to a carpet of cities across the map. Dozens of cities built as close to each other as possible from one edge of the map to the other. If there's a penalty for this the AI doesn't understand or care about it.

Pretty much this game falls apart the longer you spend on a map, it starts off a lot of fun with all sorts of things to do and areas to explore, but then all the monsters are killed, the lairs destroyed, all the treasure is grabbed and the quests completed, and then quite honestly at that point I do not find the game fun anymore. I've yet to "complete" a map, I quit right about at the stage I'm talking about.

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Reply #26 Top

I agree with the OP for the most part. I'm glad random spawning is gone, but the monster lairs are too static. Do they even grow over time? I haven't noticed this. Like jpmcconnell says, the world is civilized too quickly. Part of this is because heroes level too fast, and because lairs aren't enough of a challenge.

What I would like to see is monster lairs becoming more like mini-wildlands,so even in midgame there are some area's that are just too dangerous to wander in to. When I have established a small kingdom, the area around me shouldn't be empty. Let's say that I have a small coastal kingdom with two or three cities. To the west there is nothing but sea, to the north a spider infested forest, to the south are the aptly named troll-hills, and the desert to the east is the domain of several darkling tribes. Clearing each area should be a major undertaking, requiring a combination of heroes, magic, and armies. They shouldn't be taken out in the first 50 turns by a bunch of inexperienced heroes.