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Thanks for your reply.
Can you, please, explain what is wrong with micro? I believe, there is not much of it, actually. Research, building, unit moving... What am I missing?
(sorry for my ♥♥♥♥♥♥ of MoM)
Given value "1spell = 1 circle" is not really good. Because circle you can get after in magic objects, so in beginning the circle is not so needed as perks. Also have two major category (not one as in MoM) is super (thanks game-programmer for it), and circles are many.
I think, need in "spell/circle" some EXP-system at start stage, for example: 1 circle = 1 spell(I), 2 circle = 3 spell (I), 3 c = 4 sp (I) + 1 spell (II), 4c = 4 sp (I) + 3 sp (II), and so on...
This can get up cost of "perks in circle" at start game and balanced with uniqe caster perks (as warlord).
With regard to the economy itself, it's super annoying there's no overflow. I can't understand why developers keep neglecting it in many games. If you accidentally invest 79 Power into increasing Spellcraft when 80 was required to gain a full level, you'll end up waiting two turns and paying 79x2 Power for it instead of just the 80, if you aren't paying attention. Same with production in cities, and research, as well. Endless micromanagement in this game and like I said it doesn't help all cities look exactly the same and have very little information available on the city screen itself (the production/food/negative energy bonuses aren't listed, you have to exit and use the surveyor tool for that information). UI is quite awful.
Another thing that bugs me - but that's a matter of taste, I guess - is population growth seems to be extremely slow, even on the growth-based races. Growth is reasonably fast while cities are very small but then it slows to a crawl from size 4000-5000 onwards, even in the cities with full population capacity (25,000). The largest city I have in my current game is one I captured very early from an AI (which seems to completely neglect expanding, hence large city size): It now is size 8000, max pop 19,000. It grows at only +40/turn, so it takes 25 turns to grow just one pop size, and it isn't even half full so growth will slow down even more... I dunno, it just seems pacing is off. I'm on turn 82 already, am I supposed to wait some 300+ turns for cities to reach maximum size? It seems excessive. I'm still building mostly just basic units because cities aren't large enough to have the kind of production that can support advanced units. So I'm just managing this huge number of tiny Unhallowed cities (30+) all of which produce very little yet still require so much micro... Everything is so slow!
He's kinda right though.
In general the rainbow mage is strongest rather than specializing because as he says it's pointless to get the higher tier spells from start because you can't cast them and they aren't really always much better for their cost
Also it's fairly easy to pick up spell circles as rewards ...
Right, so use Wizard's Roulette, you'll say. But at 40 cost, that's expensive for early or even mid-game and it often makes virtually no difference to what you're offered.
The gist of the problem is this. 1 There are far too many spells and circles in the game. 2 There is no way to direct research into low cost/high cost or particular circles, other than what you're offered in that wretched research screen.
There's a lot of frustration in PQ, but this is one of the worst elements in it. The only way round it is to mod the casting cost of WR, which is a very simple bit of modding you can now do, but it doesn't alter the fact that you keep getting offered the same spells you don't want at all.
What would be better is the option to pick spells on the research page and say "don't offer me those again" or at least, push them to the back of the queue.
The optimal research path is to rush a Great Library in the first few turns and let your per-turn research net you only your cheapest spells, even if you don't much want to cast them. That way, you'll never get cheap spells as rewards from features. And once you've picked up several Great Libraries - and I've never played a game without a few that were nearby and had exploitable weaknesses in their garrisons - you'll be picking off those cheap spells in a single turn, all the while keeping your power fully devoted to Spellcraft. So when you get a new spellbook as a reward from a feature, you can get those T1 spells out of the immediately.
As long as you force yourself to get the cheapest spells out of the queue first, you shouldn't find yourself locked in a research trap.