[1.3][Bug] List of Bugs and Other Feedback

Hi there. This is just a compilation of the bugs and feedback I put together as I picked up and played two fairly extensive games over the past few weeks. I really enjoyed the game: it was essentially 4X turn based goodness, with strong variation between factions, classic city specialization, stable gameplay (I had one crash in over 100 hours), and a strong desire for 'just one more turn' that made for some late evenings.

With that, here's some bugs plus things to fix and/or perhaps improve (note: running version 1.3 of Legendary Heroes):

[Bug] 1. I kiled Vetrar outside of the Northern Waste (he was about to attack one of my towns), and got the Steam achievement, but nothing happened with the quest or making the area fertile.

[Bug] 2. Double clicking to save a game (where the save game file already exists, and I overwrite it) will sometimes turn off the option that is directly beneath it (if you position the mouse just right). I kept wondering why my "Terrain Window" and "Show Grid" options would randomly get disabled for no apparent reason, until I suddenly noticed this pattern.

[Bug] 3. Queued movement actions behave differently at times than mouse click actions (movement remaining differs, no variation in reward with queued actions, etc). I've actually stopped using queued orders, just because I found the mouse click event to be more 'stable'. Also, queued orders get immediately triggered when a game is loaded, which can sometimes give strange results. I had a champion just outside a large city I built, and the champion was queued to enter a lair I had cleared just on the other side of the city. The lair was on a river, and I was expecting the action to end movement, but when I clicked on it the champion still had near full movement (4/4) after receiving the reward. I reloaded the game to confirm the behaviour, and my champion immediately entered the lair without me clicking anything (again, because it had queued orders), and this time ended up with 1/4 movement left!

4. And speaking of movement, there's a few bugs just under that subject alone, and a lot that (IMO) needs a QA pass or two.

[Bug] a. Casting Tireless March doesn't always apply the extra movement point to other armies in the group immediately, unless you click the armies in question or reload the game. This one was very strange to troubleshoot...I had disabled Tireless March on one army and then recast it on another group, and ended my turn expecting to have the increase on the next turn. However, the new group's movement didn't change, seemingly because the slowest member of the group (who wasn't the target of the spell) didn't get the increase immediately. And the old group still seemed to have extra moves, though they said 3/2 movement. So I reloaded my end of turn save, looked at the groups (everything now looked fine), ended my turn, and now the movement was correct! After some testing, I found that I could 'apply' the spell to the remaining group members only if I clicked on them, or reloaded the game. However, if I cast the spell and quickly ended the turn without 'poking' them in some manner, it wouldn't take effect properly.

[Bug] b. I've had a couple of battles that have unexpectedly removed all of my movement. One of my champions attacked a monster in my territory, while both were on road squares, and my champion went from 4/4 movement to 0/4! I think I can supply a save game/screenshot if needed for this, as this was a very rare event, and most of the time monster attacks and movement work as expected.

[Bug] c. Individual units should 'remember' their full movement even if they start the turn (or spend part of their turn) in a group that has less movement than they do. For example: my sovereign has a horse and longstrider boots, and has a total movement of 5. While travelling with militia units the group can only move 2 squares, which is understandable. However, if I want to split out my sovereign onto a 1x movement square it should immediately have 4/5 movement, not 1/5.

d. Clicking on a tile with another unit shouldn't automatically join the armies into one group. Basically, there should be a better UI mechanism for joining/splitting armies than the normal movement action. I had a game where a stupid caravan on a road caused me to have a very inefficient trade off of equipment between two champion armies that I had been bringing together, simply because I couldn't make any army move to that junction road square without joining up with the 0 movement caravan, and thereby losing all of their remaining movement for that turn, and then even more movement on the next turn after the caravan being part of the group slowed them down even further. See also: 4c above.

[Bug] e. Units leaving a city with a group that has Tireless March cast don't immediately get the bonus when they depart. This is frustrating because as your army stack is travelling, if they happen to stop in a city, then will lose movement for this.

f. Show fractional movement points remaining please!

[Bug] g. I chose Listrid as my champion in a game, and he came riding a Mire Skath, but only had 2/4 movement when he spawned.

[Bug] h. When mousing over a unit that you can attack, the movement path often mistakenly shows that your troops can travel an extra 1 tile.

i. Movement through other faction's units and buildings should be possible if you are neutral or friendly to each other.

[Bug] j. Roads in the special "wilderness" areas should improve movement through them. At the moment they are completely ignored.

My apologies for going on at such length regarding movement (ha!), but it's one of my favourite parts of good 4X games. I can't tell you how much fun I had planning out "drive by" workering in Civ IV, and I've had similar fun placing my city improvements in LH to get the most efficient movement through my kingdom.

5. A couple of things regarding equipment:

a. The difference in value/usefullness within some tiers is very frustrating. The orange coloured equipment (called rare I believe from browsing the xml) is a good example: I clear out one strong or deadly lair and receive a "Shield or the Sentinel", which is a good rare item reward, and even if I don't use it, the 114 gildar will definitely help. Then the next powerful lair I defeat also gives me a rare item: a pair of rusty vambraces, worth 4 gildar! A common pair of Soldier's Gloves is worth 10 gildar, and more powerful too, IMO. Very frustrating.

b. A feature request regarding equipment: make it possible to repurchase an item after you sell it. This would help to more quickly transfer good items to champions that can use them (they both need access to a shop of course). I notice that my warrior paths rarely take club or spear traits (and others give similar feedback in forum threads I've read), so being able to easily move good equipment around would help promote variation in builds. A delay in the availability of a sold item for purchase would be required (it doesn't make sense that it would be in stock the same or even next turn for everyone to repurchase), and there should also be only one of the items available for each one sold, which is a significant change from the way the shop functions currently.

c. A better interface (a cloth doll type) for equipping champions would be helpful in knowing what goes where and what you are replacing. Sometimes it's difficult to tell that you don't have anything equipped for leg/arm protection (for example), but you have a pair of vambraces or whatever in your inventory that you aren't using.

6. Technology treaties are unbalanced toward the player. I pay 5 gildar or so to overcome the 'perceived value' from the AI, and then I get almost 9 research per turn, while the AI opponent gets less than 2 per turn. I think the research point difference there is far more valuable than just a handful of gildar.

7. Adventurer's guild description says that it has a "chance every season of giving...bonus experience". However, the Provides portion of the description above just says "Stationed champions gain 1xp/season", not that it is '0-1xp/season'. Testing appears to indicate that it isn't probabilistic, so the description probably just needs rewording.

8. When there are multiple 'pages' of items in a city production queue, and the user rearranges the items on the second/third/etc page, the list resets back to the first page, and you have to click to get back to where you were to continue edits/verify the new production order.

9. It would be nice to have a warning at ending a turn that there are units with remaining movement, or a city with no production, etc.

[Bug] 10. The Clambercoil Dragon that is part of the Ghost Helm quest only gives 4-5 experience when it is killed, which seems crazy considering it's a level 12 dragon.

11. The Arcane Monolith spell is too powerful mid-game, or at least when the player's mana economy is well established. Once I was netting 20-30 mana/turn, the only limit on spamming outposts was overloading a city's build queue. The spell is very powerful compared to having to build a pioneer, move them to the location, and lose population from a city. Don't get rid of it though, as I really like the way the spell differentiates Pariden or any custom faction that selects the trait. I would recommend that the mana cost of the spell increase in some manner. Either a new flat cost of 75-100 mana, or  --  and this is my preference -- have Arcane Monolith cost more as the game progresses (tie it to the turn count, the mana per turn count, or even the number of previous castings/outposts). I think spending the 50 mana is a decision that is about right in the early game in having to be weighed against casting during battles, city enchantments, etc. It is only later that it feels unbalanced.

12. Destiny's Insight is a spell I can't see myself (or others) ever using at its current cost of 200 mana. And with Paragon as an alternative the decision is a no-brainer. Or exploit Paragon in conjunction with Blood Curse and Deorcnysse to win the game with one click. At higher levels the 25 experience from Destiny's Insight is worthless, while Paragon gives several hundred (or enough to get a full level) for only 80 mana. Yes, the sovereign loses HP, so Paragon is somewhat limited (except with Blood Curse as noted above), but I find myself only ever using it because I can overcome the HP loss through equipment, potions, or just generally abusing the fact that champions can't permanently die (to list only the fair play options). Destiny's Insight might be an option near the beginning of the game, but who is going to have 200 mana to use that early? I think a graduated casting system for it would be perfect (remember the sliders that MOM had when spell casting?). Changing Destiny's Insight to be 1 exp for 8 mana would be an interesting option, and would be the functional equivalent of the slider system if it could be cast multiple times (no cooldown).

[Bug] 13. The mouse cursor does not return to default when screens pop up...it's annoying to have to select anything with the attack/sword cursor on most screens other than the map.

[Bug] 14. When in the tactical battle screen, moving to certain tiles can be finicky, especially ones at the edges. When I first started playing, I would often click one tile only to have my unit go to the tile right beside it. I finally learned to zoom in to avoid this, and haven't had the problem much since. However, if the tile mouse hover could be made clearer (in a stronger colour) and less touchy, that would be great.

[Bug] 15. Please fix the pioneer bug/exploit that inflates city growth when placing them in the queue (and especially placing multiple ones in the queue). I have taken to manually inserting a pioneer right after a city finishes a previous build, just to avoid this exploit.

16. Please make the outpost upgrade options available in the town build options. Knowing what upgrade has become available for each outpost (i.e. I just finished researching x technology, and now can build y outpost upgrade), and then finding and initiating a build from within an outpost, and then returning to the city to position and prioritize the work, is not that straightforward to do. A number of times I have found myself struggling with city growth, only to realize 10-20 turns later that I could have been building consulates in attached outposts.

17. I found myself through most of the game not worrying about building units at all, and sticking mainly with my sovereign, champions, and other reward creatures to win my battles. Except for henchmen, I didn't see the option of training units as having much value, in light of the difficulty of leveling them up (the lack of readily available xp for new units in mid-game after most of the areas are cleared), the cost of paying those units and the difficulty keeping the gildar income at a positive while controlling unrest, and the strong benefits of building other things in cities. It left my empire/kingdom feeling a little empty near the end. One option to fix this might be a new city type just for producing units that can turn a city that would not be good for anything else into just a unit building powerhouse. Or perhaps the city options are fine and it's just the other aspects that need balancing (economy, mid-game xp, etc) to make the choice seem more viable.

24,289 views 23 replies
Reply #1 Top

Very good list, especially all the movement bugs. I'll try to specify whatever bugs (heh) me the most and happens every time:

1) barely noticeable movement range in battle. 

2) after computer turn ends, the cursor stays in waiting mode during popups, which makes it hard to select most small items.

 

On another note, I'd like to suggest some improvements:

1) (PERFORMANCE) strategic (NOT cloth) map option: render only ONE model in army stack (the leader). Currently, when there are many big stacks (skeletons for example) on the map performance starts to suffer. I think it would greatly help guys with somewhat lower-end machines.

2) (UI:STRATEGIC) you have to shift-click all the units in a city to move them as an army. Perhaps a shortcut, for example ctrl-click on any unit to select them all?

3) (UI:TACTICAL) option to automatically end turn for unit that can't do anything (already moved and has no targets in range). On maps where the enemy is far away there is too much clicking PASS I think.

Reply #2 Top

Very comprehensive list, you've clearly thought about it a lot. I agree the applying of movement bonuses is quirky, to say the least. I've also find it irritating that you effectively lose movement if you start in a a city and have Tireless March applied. Although I more or less agree about splitting a high movement unit from a low movement stack, really it should be done on a percentage basis; if you've used half the movement of a low movement stack, if you now split off a high movement unit it should have half its movement points left.

Be aware that some of these issues may be design choices though, and some are not necessarily that easy to solve. I think Wildlands are treated as enemy territory, for example, which is why you don't get road movement bonuses.

"Technology treaties are unbalanced toward the player": well, maybe on the difficulty level you play on, I can't say this is a problem I have! They're generally biased towards the player who has most research already, which is clearly you, in your recent game.

Similarly, if you think trained units are useless, then think about increasing the difficulty level. Unless you're playing a Beastmaster sovereign? In which case you don't really need trained units. But otherwise a good stack of trained troops can win you battles which would otherwise be impossible. In general trained units are much less fragile than heroes (far more hit points and often better armour), and if you can rebuild them in 5-10 turns in yourm fortress, losing one trained unit is often less big a deal than having an immobilized and weakened hero. Gold cost is a factor, but I generally find one stack of excellent trained troops is better value than lots of mediocre troops. If you are only using one or two stacks then they get experience and go up levels fine.

If you are getting 25 or 30 mana a turn you're winning anyway, so fiddling with the cost of Arcane Monolith isn't going to change much. Having said that, increasing the cost based on the number of times you've cast the spell is an interesting idea.

It may be deliberate that there is quite wide variation within tiers of equipment. So in other words, it may be intentional that you can get some quite powerful Common items, and some fairly useless Rare items. But that's just me playing devil's advocate, I'm not actually sure how it works.

I use Destiny's Insight quite a lot if I have spare mana and nothing obviously better to spend it on (which is quite often the case towards the end of the game). It's a decent way of levelling lower level heroes, and also for pushing higher level heroes over a level. Sometimes going up one more level can get you a really powerful ability before a big battle. Sure Paragon is better, but if you cast Paragon a lot then in normal circumstances you are retiring your sovereign, and I don't want to do that.

Reply #3 Top


[Bug] j. Roads in the special "wilderness" areas should improve movement through them. At the moment they are completely ignored.

a. The difference in value/usefullness within some tiers is very frustrating. The orange coloured equipment (called rare I believe from browsing the xml) is a good example: I clear out one strong or deadly lair and receive a "Shield or the Sentinel", which is a good rare item reward, and even if I don't use it, the 114 gildar will definitely help. Then the next powerful lair I defeat also gives me a rare item: a pair of rusty vambraces, worth 4 gildar! A common pair of Soldier's Gloves is worth 10 gildar, and more powerful too, IMO. Very frustrating.

7. Adventurer's guild description says that it has a "chance every season of giving...bonus experience". However, the Provides portion of the description above just says "Stationed champions gain 1xp/season", not that it is '0-1xp/season'. Testing appears to indicate that it isn't probabilistic, so the description probably just needs rewording.

9. It would be nice to have a warning at ending a turn that there are units with remaining movement, or a city with no production, etc.

[Bug] 15. Please fix the pioneer bug/exploit that inflates city growth when placing them in the queue (and especially placing multiple ones in the queue). I have taken to manually inserting a pioneer right after a city finishes a previous build, just to avoid this exploit.

16. Please make the outpost upgrade options available in the town build options. Knowing what upgrade has become available for each outpost (i.e. I just finished researching x technology, and now can build y outpost upgrade), and then finding and initiating a build from within an outpost, and then returning to the city to position and prioritize the work, is not that straightforward to do. A number of times I have found myself struggling with city growth, only to realize 10-20 turns later that I could have been building consulates in attached outposts.

 

j. You are at war with the wildlands player, which is why you can't use the roads through his lands.  That area is as unfriendly as the lands of the other ai players.

a. Rusty Vambraces aren't rare, they are uncommon's.  Probably the worst of the uncommon's.  I don't want them to be common because I don't want players getting a bunch of stuff they can't use so they are intended to be "not great, but infrequent" (ie: you can get them without having to fight anything form some goody huts).  They aren't intended to be as good as the Shield of the Sentinel.

7. I fixed the desc on the Adventurer'g Guild, thanks.

9. If you have a city with no production there are "Zzz" beside that cities medallion in your empire tree.  It also turn the Turn button yellow and mousing over it says "You have idle cities that could be doing something this turn".  But you are right, there is no indication that you have active units with movement left.  Maybe I'll change it so we do the same thing with units (make the end turn button yellow and have mouseover state that).

15. The exploit is a minor one.  If you place a pioneer in the queue it removes that population when they go into the queue.  Because of that (if you are near a threshold for growth) you may grow faster than you would have without the pioneer in your queue.  You are probably as likely to delay a city upgrade by having pioneers in your queue as you are to benefit from the growth bonus.

16. Yeah, we talked about that.  The problem is a UI one of trying to figure out which outpost you are upgrading.  We ignore that for resources because its unlikely you would have multiple resources of the same time by the same city and all resources are global (so it doesnt matter as much which iron mine you upgraded).  Outposts apply local effects so your suggestion wouldn't work out as well.

Im looking through the rest of your issues.  Especially movement and targeting.  Thanks for the feedback!

Reply #4 Top

Quoting Derek, reply 3
16. Yeah, we talked about that. The problem is a UI one of trying to figure out which outpost you are upgrading. We ignore that for resources because its unlikely you would have multiple resources of the same time by the same city and all resources are global (so it doesnt matter as much which iron mine you upgraded). Outposts apply local effects so your suggestion wouldn't work out as well.

How about a subtle floating indicator (maybe something that's toggle-able, like the goodie hut or quest location indicators) over an outpost that indicates that upgrades are available for the outpost?

Reply #5 Top

I kind of think the outpost upgrades should be dropped from the game because the AI can't use them (at least I have never seen the AI upgrade one).  I feel like I'm cheating every time I build one.

Reply #6 Top

Quoting Fezziwig, reply 5

I kind of think the outpost upgrades should be dropped from the game because the AI can't use them (at least I have never seen the AI upgrade one).  I feel like I'm cheating every time I build one.
First couple games I played I didn't even know you could upgrade them and I did just fine.  Consulates are very OP. 

 

If the AI won't build them, then I don't want them in the game either. 

Reply #7 Top

[Bug] 1. I kiled Vetrar outside of the Northern Waste (he was about to attack one of my towns), and got the Steam achievement, but nothing happened with the quest or making the area fertile.

I've also had it where Morian left his wildland and rampaged towards my city. Upon attacking it however, he was a no-show, instead only having his minions attack. Once they were thwarted and I was victorious, it showed me as having defeated Morian and I received the reward for defeating him. https://forums.elementalgame.com/446109/page/1/#3375899 I have not seen this bug addressed yet.

In addition, I still have not seen a fix for the wildland river tiles. When a wildland area (example: Asag) is converted to fertile land, all of the river tiles are not river tiles. They look like river tiles, but are in fact plains tiles. Please address this. https://forums.elementalgame.com/445705/page/1/#3378234

 

Reply #8 Top

2 problems:

1. I had an army of 5 units (the maximum available at this point in the game) and another "army" consisting of a single pioneer occupying the same tile. I assumed that stronger army would have protected the pioneer from attack. However a monster came up and initiated combat with the pioneer and killed it right under my army's nose. So when an army attacks a stack of multiple armies occupying the same tile, I don't know how the game picks the defending army out of the stack but perhaps weaker armies or armies with pioneers should go to the back of the line. I guess if the selection is random, that is fine but at least weigh the odds towards the stronger armies defending over weaker.

2. I noticed that later in the game I'm not able to build wealth or mana, etc in many cities even I possess the technology. (I mean the actual build option, not that the city is incapable of generating money, mana, etc).

Reply #9 Top

Quoting McBeef, reply 8
2. I noticed that later in the game I'm not able to build wealth or mana, etc in many cities even I possess the technology. (I mean the actual build option, not that the city is incapable of generating money, mana, etc).
Are these cities you've captured from the AI? If so, I've seen that bug also.

Reply #10 Top

Quoting merlinme, reply 9


Are these cities you've captured from the AI? If so, I've seen that bug also.

I wasn't keeping track but now that you mention it, I think they were. Some of them had fewer of the build options but still had one or two and one of the settlements even had none at all and had to be left in Zzz mode.

Reply #11 Top

Going to expand/explain/counter some of the points even though the thread is a couple weeks old.

[Bug] b. I've had a couple of battles that have unexpectedly removed all of my movement...

I'm guessing those fights were against spiders (or obsidian golems). Whenever a unit gets rooted in a battle they lose all movement points outside of battle. IIRC the spells target a stat value used by both tactical and strategic movement resulting in the 0 MP after battle result. I doubt it's intentional, but I've reported it in the past and it hasn't been addressed, so they might be fine with it working that way.

[Bug] 10. The Clambercoil Dragon that is part of the Ghost Helm quest only gives 4-5 experience when it is killed, which seems crazy considering it's a level 12 dragon.

A believe this has to do with some sort of power rating/level difference exp scaling. If the power rating between your party and the enemy party is too great I think your exp is reduced so you don't gain like 20 levels in one fight, the problem is there's no cap on the reduction so you get situations where you get almost no exp from a really difficult fight. Then again that quest dragon could be bugged as well, last time I did the quest I kept the helm, or tried to.

11. The Arcane Monolith spell is too powerful mid-game, or at least when the player's mana economy is well established...

I disagree with this. It's really easy to specialize a city for pioneer spam once you understand the growth mechanics, you can easily pop one out every turn or two from one city and once you get roads to outposts you can chain them pretty quickly. It is certainly a powerful advantage, but not that much so, especially since early game when claiming lands quickly counts the most it's much harder to spam due to mana limits. A high food town early game can usually create pioneers faster than you can generate the mana to cast a monolith.

12. Destiny's Insight is a spell I can't see myself (or others) ever using at its current cost of 200 mana. And with Paragon as an alternative the decision is a no-brainer...

My opinion is actually the opposite of this. I never use Paragon, I don't want to gimp my sov. I cast Destiny's Insight all the time, it's my favorite spell. Keep in mind the exp from the spell is affected by all forms of exp boosts, including group exp bonuses from other units in the party (assuming they aren't in a town when cast). I've actually gotten the exp per cast of DI up to around 100 exp in some games using lots of commanders. Then again the same goes for Paragon last I heard, so it can/could actually give you 3 or 4 levels with one cast with a lot of exp boosting, still don't like the idea of losing my sov (for all intents and purposes).


[Bug] 13. The mouse cursor does not return to default when screens pop up...it's annoying to have to select anything with the attack/sword cursor on most screens other than the map.

I think this was fixed in the past, I remember Frogboy specifically commenting on the bug and talking about fixing it because he didn't like the hourglass on the turn start popups (research). Then they broke it again.


[Bug] 15. Please fix the pioneer bug/exploit that inflates city growth when placing them in the queue (and especially placing multiple ones in the queue). I have taken to manually inserting a pioneer right after a city finishes a previous build, just to avoid this exploit.

I'm confused by this and Kael's response. There is (or at least was, I haven't tested in a while) an exploit to inflate city growth by filling up your queue with pioneers to keep the high growth rates from having a high food surplus and then canceling them to get the pop back, this isn't something you'd have to "try" to avoid though. Just queuing a pioneer and having your growth rates go up isn't an exploit and doesn't do anything abnormal, the population (and all other resources) are consumed when you queue them, and lower population means a higher food surplus which could mean higher growth.


17. I found myself through most of the game not worrying about building units at all, and sticking mainly with my sovereign, champions, and other reward creatures to win my battles.

This has been a common sentiment since Elemental first came out, and because of that champions and such have been continually nerfed in power and by discouraging players from using more than one in a group. The reality is, trained units have always been far more powerful than any other type of unit. The fact that some people just enjoy using more customizable or special units like champions and quest rewards and that they can succeed like that, is not a problem and does not mean they are overpowered or trained units are underpowered. Especially since the opposite has always been true.

One option to fix this might be a new city type just for producing units that can turn a city that would not be good for anything else into just a unit building powerhouse.

That's called a fortress...? Sorry, don't mean to be rude, this just really threw me off. Almost everything about a fortress city is dedicated to building stronger units more quickly, the only other thing they have is walls. Towns are high growth and/or high gold, conclaves are high research and/or mana, forts are unit factories.

Reply #12 Top

I'm confused by this and Kael's response. There is (or at least was, I haven't tested in a while) an exploit to inflate city growth by filling up your queue with pioneers to keep the high growth rates from having a high food surplus and then canceling them to get the pop back, this isn't something you'd have to "try" to avoid though. Just queuing a pioneer and having your growth rates go up isn't an exploit and doesn't do anything abnormal, the population (and all other resources) are consumed when you queue them, and lower population means a higher food surplus which could mean higher growth.

The "exploit" he is avoiding is not queuing pioneers early.  If he has 3 items in front of the queued Pioneer then he gets the "growth bonus" (the potential increase to growth rates because he is using less food) for more time.  Making it more efficient (in some cases) to have the pioneer queued longer.  He is saying that he always puts it in when the queue is empty to avoid this.

The "exploit" can work in reverse too.  If you had a pioneer sitting in your queue for a while and the extra pop you lost because it was in your queue kept you from leveling up as quickly you may miss a few turns of the bonus the larger city level and bonus improvement would give you.  If this does occur that bonus is far larger than the growth bonus you may get from the reduced food consumption.

So in my mind its a wash, and either way the micro of the bonuses is so slight that it isn't going to win/lose you the game.

If however you really want to game your queueus by filling them up with pioneers and then cnaceling them all before they start production to game the growth bonuses, well thats your perogative.  I would still offer that its a fairly minor exploit as exploits go.  If we were a competitive esport than it would absolutely have to be addressed, but we are a single player game, so that part is up to you.

Reply #13 Top

I honestly was more under the impression that he was unclear on what was happening to his growth values when a pioneer was first queued. Setting a town up for fast growth and queuing pioneers every time it reaches 30 population to keep population low and growth high is basically just good strategy IMO (as long as you let them complete). Getting an extra 1 growth for a few turns in any other city because you decided you wanted to start training a pioneer 60 turns before you needed it is sort of moot when you factor in +growth city spells, produce growth, and consulate stacking.

Reply #14 Top

You can move a city from +1 growth to +3 growth as it approaches its limit, which will move you up a city level signficantly faster. I can't be bothered with the micro management and I don't like using exploits anyway. I will farm a city for pioneers, which works fine.

Personally I think that exploit pales into insignificance in comparison to casting Cull the Weak on Summon Skeleton Horde. That really can win you the game. It would also be easy to fix if Cull the Weak was made like Deathlash and only castable on Trained units, but for whatever reason that's not been done.

Reply #15 Top

No offense, but that was exactly the sort of misconception I believed the OP had about the system.

Building a pioneer will always cause a city to level (or hit the cap) more slowly, always. There is a small advantage to building one earlier rather than later but if it's a question of building one over not building one, not building one will always level a city more quickly. The extra growth will go away before reaching the previous population level and you will never catch up naturally to where you would have been if you hadn't built the pioneer.

Say you are at population 50 at +1 growth per turn. In 50 turns you hit 100. The city has very little food so the growth thresholds are at 25 and 50 (best case scenario). You queue a pioneer and drop down to 20 population, you get two turns of +3 growth and hit 26 population to pass the first threshold, then you have 12 turns of +2 growth until you get back up to 50 population threshold, now you are back at +1 growth and have 50 more turns to hit 100, 14 turns behind where you would have been if you hadn't built the pioneer. If you are really micro and think way ahead you can time this so while you are catching up after building the pioneer you increase your food in that city through a tech or resource acquisition, but at best this will reduce the number of turns you are behind the version of the city that never built the pioneer. If you cancel the pioneer at this point you jump up to 80 and are instead 16 turns ahead, this is the only exploit.

Now if you were going to build a pioneer either way, and instead of building one at 50 population you wait until you are at 80 population, then you will end up 14 turns behind using the same numbers as above. Having 30 turns of +1 growth to pay for the pioneer is a disadvantage over having 14 turns of +3 and +2 growth to pay for it. If there is a city level threshold involved, you may hit it faster by waiting, but you'll hit the following city level a little later. Then again, early on when this might matter you are likely hitting population caps shortly after reach city level 2 or 3, that's something else to factor in and usually makes the whole debate pointless. I tend to use a city that can't reach the next city level yet anyway to pump out pioneers.

Reply #16 Top

 

 

 

Reply #17 Top

Quoting merlinme, reply 16

Quoting Sanati, reply 15No offense, but that was exactly the sort of misconception I believed the OP had about the system.


You're misunderstanding the exploit. It's not about building one pioneer. The point is you can queue unlimited numbers of pioneers behind whatever it is you want to actually build, and then cancel the queued pioneers to regain the population without ever actually even intending to build a pioneer. So:

I have a city with max size 150. Current population is 50; next turn growth will drop from +3 to +2. I queue a pioneer. Now growth is +3 again. When population goes over 50 I queue another pioneer, etc. When I have four queued pioneers and my population is 20, I wait till my population reaches 30 and cancel all four pioneers, immediately gaining 120 population and taking me to 150 population. At no point before hitting my population cap was my growth less than +3. So in other words I was able to go from 50 to 150 in 34 or so turns, as opposed to 87 or so turns.

Voila. That's an exploit. It's cheesy and it involves micromanaging but as far as I can see it would work. (I should clarify I've never bothered actually doing it, this is mainly as reported by other people.)

Various fixes have been suggested, but it's not high on the list for sorting out. I can sort of understand that, although I'm not completely sure I agree if there's a simple fix.
 

 

Reply #18 Top

I already said (multiple times) that queuing pioneers then canceling them was an exploit. ;P

Reply #19 Top

The fix is so easy and it would put this discussion to rest immediately.  Just like Civ, cities should not grow while there is a pioneer in the queue.  FIXED!

Reply #20 Top

Quoting Trojasmic, reply 19
The fix is so easy and it would put this discussion to rest immediately.  Just like Civ, cities should not grow while there is a pioneer in the queue.  FIXED!

That may not be an easy thing to do...

but that would definately fix the problem.

Arguably, the pioneer would then not require the population cost it currently has as it would be embedded through the turn in which your city is not growing...though rushing the build would still be an issue then...

 

Reply #21 Top

Quoting GFireflyE, reply 20

Quoting Trojasmic, reply 19The fix is so easy and it would put this discussion to rest immediately.  Just like Civ, cities should not grow while there is a pioneer in the queue.  FIXED!


That may not be an easy thing to do...

but that would definately fix the problem.

Arguably, the pioneer would then not require the population cost it currently has as it would be embedded through the turn in which your city is not growing...though rushing the build would still be an issue then...

 
  Yeah that would work.  Growth halted while building a pioneer.   No population cost for a pioneer.   Can't rush pioneers.  Pioneers cost population to build not production.  City growth rate goes towards pioneer production

Reply #22 Top

I'm not sure if this is a bug or if I'm not understanding some aspect of the game, but I'm in a game where I have 5 settlements and can only build a cleric in 1.