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Maybe it's a defensive measure: I look at all those piddling, useless, ill-placed little towns and tend to think, "why even bother taking those?"
My only other real issue with the game? Salting the earth. Apparently my army is powerful enough to destroy the armed defenders of these useless, ill-placed tiny towns, but not strong enough to simply torch the place against the wishes of the local - and unarmed - populace. I know it's a fantasy / sci-fi game, but there are certain inescapable realisms (as history has proven all too well) that games should not try to rewrite. 'Might makes right' is one of them.
the roving clans heroes have a skill that makes towns gain loyalty faster. it is low on the tree thankfully. also pretty much the delay in salt the earth is to slightly slow down steam rolling i guess. maybe it is a much bigger deal in mp, for single my last match i got tired of waiting for tech win (had 2/ 6) and was just shy of the influence for the quest line set population to tier 4 for wild walkers, so i bought like 24 dust 3 archers and owned the rest of the computer cities.
the forgotten were attacking or being attacked by the drakons when i stumbled onto them and after taking out the forgotten, drakkens were peaceful enough to let me keep the cities. i was just getting them into normal mode when the spies started and they closed borders on me. 2 turns later and i won both by supremecy and elimination.
It's a shame really, as EL comes so close to being a truly great game but fails badly on just a few critical issues. I've had my money's worth though, no denying that. :D
It's amusing how badly the AI places cities. I saw one settle a region in such a way that the city only had one adjacent tile in that region, and that next tile also only had one adjacent tile. Gonna be charitable and say it's because I was chasing the Settler, but still...