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Have to disagree here. It is one of the more innovative approaches I have seen. There is clear intent in how they've designed the economy to force the player to move around. And this greatly affects the flow of the game in meaningful ways.
This is hardly unexpected. In my experience, I played 4 games (all less than 10 weeks) before I learned enough to actually push to victory (at 26 weeks).
Did you have any actual suggestions here? I saw a bunch of difficulty complaints and complaints about online braggarts, but nothing to actually change.
If you still haven't completed tower quest at week 30, something is wrong with your desire to read or follow quests. My longest game was week 20 except one game where I intentionally avoided the win to explore everything and even then I stopped it at week 26 because I explored all map killing all units and completing all quests, there was nothing left to do at this point.
My friendly advice for the dev's would be for them to revisit the tutorial and give it a bit more love. The tutorial is the first taste a new player will get of the game and can put many people off, meaning refunding before they get a chance to discover what a brilliant game this is.
Not only that but the story is delt out to you as if it were a secret never to be told. It starts of alright and then goes into hibernation, meaning you are doing stuff without any reason for doing said stuff. Quests seem to have nothing to do with the story and have you wondering 'why am I doing this?'
Tutorial needs to be rewritten and the story needs to flow along with the game and not play catch up.
When it comes to the gold economy however, I quite like what the Devs did here actually - everything is focussed on being a *wizard*. You'll never get super rich in terms of gold (exception: you are earthmaster and can thus reset mine exploitation + are lucky to find the Mentalism spellpage that lets you turn any unit into a follower -> this combo can make you super rich, but you won't have anything to actually spend the money on if every unit is a follower ^^).
You can always become super rich in terms of mana however, and you can discover plenty of ways to increase your army strength with magic instead of gold, and also convert mana into gold (the latter is also not hidden in any way but rather a standard spell that you can always research very early).
You also don't need to look up strats but can rather approach the game a little bit more like a roguelike instead of a standard 4X game - a roguelike because every run increases your knowledge about the game (city locations and most landmarks are fixed and the same in every run), so you can focus on learning as much as possible in one run, start over and apply your knowledge to become better / more efficient, and repeat until you've found a winning strategy.
This might not be to everyone's taste, sure, but I certainly like this take on the 4X genre very much (especially the strong focus on magic / mana) and I think it's more than 10% of the buyers that like it as well. I hope it stays so that gold is very limited and you need to work with your magical abilities to compensate.
https://steamcommunity.com/sharedfiles/filedetails/?id=2945032806
If you need to do more complex swaps you can click on the movement icon under the units card to control just that unit and have it exit the stack. It can be a little cumbersome but you will get used to it.
Stack size is related to your mastery level and your tower rooms/extensions. You will get more as you progress through the game.
Mortal units will heal automatically every day. You can augment this with certain upgrades and spells. Otherwise their is a basic spell, aid, to increase their healing and several others in some schools.
I feel like I would have to play 100 hours on explorer mode to understand enough of the game to possibly win it, even on that low level of difficulty. Not because the computer AI is good, it isn't, the difficulty comes from the developers not explaining their game properly in the tutorial.