Search found 20 matches

by Joker79
Fri Mar 30, 2012 5:27 pm
Forum: Ideas/Suggestions
Topic: Obliterate Cities to reduce the number required to conquer
Replies: 1
Views: 1689

Obliterate Cities to reduce the number required to conquer

There are too many cities in a world for one guild of 25 to be able to conquer them all. Either managing your existing cities needs to be easier, or we need the ability to reduce the number of cities. I would love to be able to use ballistas and remove cities from the map. All the little cities that...
by Joker79
Fri Mar 30, 2012 5:17 pm
Forum: Ideas/Suggestions
Topic: Watch Advertising for Gold
Replies: 3
Views: 2717

Watch Advertising for Gold

Playmesh could easily earn way more money by allowing players to view ads in exchange for gold. We have many players from 3 world countries who struggle to afford gold. This would help level the playing field.
by Joker79
Fri Mar 30, 2012 5:15 pm
Forum: Ideas/Suggestions
Topic: Generals: Multiple Access to the same account
Replies: 1
Views: 1641

Generals: Multiple Access to the same account

This game is very time consuming to be successful at. As a player grows to many cities, it becomes very difficult to effectively manage. An easy solution would be to allow multiple people/devices to access the same account. That way my friends and I could all play as a team manipulating one account....
by Joker79
Fri Mar 30, 2012 5:10 pm
Forum: Ideas/Suggestions
Topic: Add queue extender to the roulette.
Replies: 7
Views: 4952

The Wheel's benefits should also be relative to the player's size. With 215 cities, I don't even bother going in there. It is too time consuming relative to the benefits.
by Joker79
Fri Mar 30, 2012 5:01 pm
Forum: Ideas/Suggestions
Topic: Balance suggestions
Replies: 14
Views: 9031

I think the number of incoming and outgoing should be relative to the size of the city. A tiny city can't have the same number of commanders as a larger one. This would better reflect real war.
by Joker79
Fri Mar 30, 2012 4:54 pm
Forum: Ideas/Suggestions
Topic: Guild Hoping Reduces Loyalty at every City
Replies: 2
Views: 2081

Guild Hoping Reduces Loyalty at every City

I have seen players hop back and forth between guilds in the middle of a guild war to pick up support from others. To reflect reality, doing this should cost loyalty at every city in your empire. Perhaps each jump in a 7 day period would cost every city 5 points. If that causes a city to go below 0,...
by Joker79
Fri Mar 30, 2012 4:50 pm
Forum: Ideas/Suggestions
Topic: Mounting Ballistas
Replies: 4
Views: 4174

This requires too much detail work at each city.
by Joker79
Fri Mar 30, 2012 4:48 pm
Forum: Ideas/Suggestions
Topic: Hiding Place: Take it out the game!
Replies: 14
Views: 9670

There should be lots of options for things you should do to configure your city. Not all should be smart or worthwhile.

If the hiding place were larger, it would be of strategic value.
by Joker79
Fri Mar 30, 2012 4:41 pm
Forum: Ideas/Suggestions
Topic: Farm capacity
Replies: 2
Views: 2681

Why should there be any limit? Every building could keep going up slowly while the cost goes up exponentially. Then players would need to determine how high is worthwhile for their particular strategy. Real cities in real life don't have some magic maximum number of people.
by Joker79
Fri Mar 30, 2012 4:38 pm
Forum: Ideas/Suggestions
Topic: Mayors to reduce tedium
Replies: 0
Views: 1812

Mayors to reduce tedium

This game is too much like farmville, because it requires "tending" of cities. Instead, I should be able to set up what I want a city to grow to become. When resources get maxed out, the mayor feature should automatically purchase buildings, or troops. Barbs could do the same thing to make them more...

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