DeletedUser19210
Guest
Just a suggestion - But
Shouldn't the game only introduce requirements needed for continued growth/play, only after one has acquired the ability on the research tree?
I mean it really sucks when you are just trying to get some production going so that you can start building up resources that you can put into City/Game Growth just to be slapped with an even deeper hole to try to crawl out of!
One example: since the very beginning of the game, my fighting units have been basically useless in being able to clear a province. I was able to do it a couple of times before the game up'ed the anti, making it impossible to win fights, even after acquiring Scouting Upgrades & Squad Expansions as well as fighter boosts (which ALL cost DEARLY to acquire), advances that SHOULD help to win some fights but have only been of minor use to win the occasional fight in a tourney challenge.
The above example does not include the gains one should realize (but don't) when they have made production acquisitions & upgrades = the game is always ahead of the player in requiring more and more as the new acquisition or upgrade has just been achieved or is only just about to be achieved.
Where is the good fellowship promotion (or player "realized success" motivation) in the game in play like that?
Just say-n
Not looking for replies.
Shouldn't the game only introduce requirements needed for continued growth/play, only after one has acquired the ability on the research tree?
I mean it really sucks when you are just trying to get some production going so that you can start building up resources that you can put into City/Game Growth just to be slapped with an even deeper hole to try to crawl out of!
One example: since the very beginning of the game, my fighting units have been basically useless in being able to clear a province. I was able to do it a couple of times before the game up'ed the anti, making it impossible to win fights, even after acquiring Scouting Upgrades & Squad Expansions as well as fighter boosts (which ALL cost DEARLY to acquire), advances that SHOULD help to win some fights but have only been of minor use to win the occasional fight in a tourney challenge.
The above example does not include the gains one should realize (but don't) when they have made production acquisitions & upgrades = the game is always ahead of the player in requiring more and more as the new acquisition or upgrade has just been achieved or is only just about to be achieved.
Where is the good fellowship promotion (or player "realized success" motivation) in the game in play like that?
Just say-n
Not looking for replies.