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Interdimensional Observer

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  1. Finally, Multiheal! It took too many hours of grinding to get. I only have it on my Priest now, and they've about 10 uses worth of it in MP, so I might have to grind another 3, maybe 4 if their Wisdom stat isn't enough to get it on my Sage. Not sure if that would be worth it, though the best way to find out is to throw myself against Baramos again and see if I win, if not I grind some more. This will likely be the one major gripe I'll have with this 1988 game, which has otherwise been less jagged then I had prepared myself for. DQV felt rougher actually (admittedly, it was my first DQ), and even VII. I see Shantae and the Seven Sirens is on a mild sale on the eShop. I have the cash on hand, I've played 3/5 titles in the series so far, and various little faults aside, the games are fun enough. -But I don't have a passionate desire to get it, and the games lean on the short side. Do I, or do I hesitate as I am so oft to? Unpromoted staffbots are real easy to hit level 20 in SD, so I don't see any surprise here. The early level capping and desire to get another magic attack combined can equate to an early promotion, which turns into Bishop/Sage, which thanks to SD's promoted unit-friendly EXP formula level fairly quickly. And Lena has a 40-50% Res growth and good base, so she tanks Imhullu very well.
  2. The cynic in me says story, and then the map. I operate under the assumption that writers in lighter storytelling generally start with: characters, ideas, theme, or a general world concept, and then fill in the world's little geophysical details to suit what they're going for. I wouldn't think a writer of the likely kinds would begin by surveying their world, and then making people and events that have to fit it. They may decide "Plains Kingdom, Mountain Empire, Mermaid Village, Grand Temple of Cthulhu" and other fundamental geographic location from the start or near it. But Fort Onetime which you attack/defend and then never revisit, is a narrative afterthought, its placement is fairly arbitrary. Its precise location is whatever suits where the heroes are and are going. Some places may exist for gameplay's sake. You invent a lava place, not because you've concluded the plate tectonics of the world have a weak spot in the planet's crust along the route the heroes are taking at the moment, but because you think "lava is hot, and that is cool", and so plop a lava cave or field or volcano in the path of the heroes. At what point the world map itself gets drawn, and when does it happen relative to the minor locations, is an inquiry I do ponder. Since having a map drawn up, you can start pinning the big places, and that helps defines for you the spaces where you have to pin in the bridge of locations where events happen that connect the big points.
  3. Every negative 10 Gold you're in arrears causes -1 Amenity. That I can imagine would add up fast, leading to decreased yields of all kinds, and possibly rebel barbarian units spawning in your cities. As for ways to try to fix your current crisis: Try to lay down more Harbors and Commercial Hubs for the gold they naturally generate + Trade Routes. Try not to build more infrastructure of other kinds for now, since those cost daily maintenance. You can run Harbor or Commercial Hub projects for a little extra gold while the projects are active, if you don't have anything inexpensive for the cities to otherwise do. If you have any Envoys laying around, send them to Commercial City-States if they don't have 6 Envoys in them already. Check to see if you have any policies that can increase Gold income. Triangular Trade, Merchant Confederation, Free Market, Town Charters, Naval Infrastructure, Raj; you should have access to some of these. Improve any Deer/Furs/Ivory/Truffles that haven't been improved, or Bananas/Citrus/Cocoa/Cotton/Coffee/Dyes/incense/Silk/Spices/Sugar/Tea/Tobacco/Wine, or resources found in the sea. Camps, Plantations, and Fishing Boats with Cartography researched add 2 Gold to a tile's yield. Be sure your citizens are assigned to these tiles. If Jadwiga still has money left to give you, you could try selling her any luxuries you have excess copies of, she might pay a few gold per turn for each. Those should help stop the long-term bleeding. Since you're at war, you can also pillage improvements in enemy territory to get some small bursts of Gold now. Pillaging Mines and Lumber Mills can get you a little Gold (as can China's Great Walls if they've built any), just keep in mind if you take that city and choose to keep it, you'll need to repair the pillaged tiles. Pillaging costs 3 movement points to perform, or all of them if the unit's maximum move is less than 3.
  4. The examples one could cite: Old Mystery- Not that bad, but Book 1 is so easy that the slightly challenging early game is the toughest part. Book 2- Star Shards can break the game later, whilst the last few chapters can offer some resistance, it's mostly everything before Anri's Way that is the challenging part of Book 2. Thracia- 4-7 are infamous if you don't know what's coming, and they're still a doozy knowing them. Binding- Chapter 7 on Hard is hell. Western Isles eases up things compared to the Lycia arc. RD- Although RD gives you no shortage of units to fall back on in case of dire straits, Part 1 is the toughest of the four. Shadow Dragon- Enemies are strong throughout on H5, but end up being at their worst when you haven't trained anyone. Awakening- Chapter 2 is the devil incarnate. The snowball that destroys all hasn't yet rolled down the hill of difficulty yet. That'd be more than "several" games, 2005 is a decade and a half ago. Is this some sort of silly IRL ethics concern? Because what's wrong with nuclear-tipped missiles, yet nuclear reactions in giant robots and a fantasy super-radioactive element being used for a giant laser are okay? -Well, I suppose the HTB Cannon shoots clean and "safe" laser-light produced by electricity from nuclear fission without any emission of radiation the way an ICBM does. She could, but if you've left her sufficiently bruised, she might not and will just issue verbal denouncements at you. Reminds me of my Macedon run, I had like 6-8 Hetairoi horsies going up against my first victim, the Ottomans. All of which were dead by the time I was done with them and I started moving on Sweden. Truth be told, it took me... 3 or 5 attempts before I actually won a civ match. All the early ones ended because I didn't know things very well and decided it'd be better to start over. You could downsize the map to Small and try the Snowflake map for a much quicker Domination try. It's only six civs, each started at the tip of a symmetrical snowflake design.
  5. Nice weather earlier today! ...But as soon as I stop watching TV and playing video games and try to go out there and enjoy it, clouds and chilling winds roll in, and the warmth and sunshine go away. Darned, I was looking forward to this. The next mid-60s (~18C) day is a week away. I like having the four seasons, but I am yearning for warm weather right now. -Maybe, if say a battleship had DoubleImage. Slapping a Hyperjammer on a ship actually sounds like a good idea. Going from dodging 0% of the time to 50% is a bigger increase than you'd get giving it to something innately evasive. Although said evasive mech might be liable to dying in one hit, and hence more RNG that can help them is better.
  6. I don't necessarily think it would be. The Final Fantasy Tactics Advance games have an invisible status that certain units can apply to themselves, the other side can still see the enemy, they just can't target it. The effect lasts until the invisible unit attacks, then it wears off until the unit reapplies it. There is an enemy skill that lets them ignore the invisibility status and harm you regardless as well. All you need is to make sure that it's never so easy or painless to assassinate someone, which should be easier in FE than FF, due to the existence of permadeath. If your assassination mission means being surrounded by many enemies afterwards, it could be a life for a life, and the whole stealth thing would've helped you exactly once.
  7. So separate, full-length stories that happen simultaneously and are intertwined? Or separate, full-length stories that are free of a "clash of virtues" schtick?
  8. VNs are almost entirely story, so it makes sense. RPGs, well if you're going to have alternate routes, you're going to be under pressure to differentiate the battles & dungeons but you needn't do so very much if it all, 3H & SMT. And that is a lot more resources. Though I do recognize that impactful decisions don't have to amount to routes.
  9. Today is the 20th anniversary of the Animal Crossing franchise. A little odd to think it so. There has to be one Japanese fan out there who been continuously playing their N64 original all this time. Of course, if you've played four days of Animal Crossing, you'd think 20 years have already passed from how long it feels.
  10. Yes, same guy. They picked Cyrus the Great in the first wave of scattered bits of DLC (most of which is included for free in the Switch version) because Tomyris made it into the base game to represent the "non-Mongol Central Eurasian nomads". The Scythians are among the earliest known historical nomads of Central Eurasia, and the reason they wanted a non-Mongolia nomad group was because the Mongols are the great exception amongst the nomads, since they created the largest contiguous land empire in history. (Genghis Khan still made it into the paid DLC.) The choice to give Cyrus a deceptive personality is questionable for some. It could be argued Darius the Great, the "95% likely to be a usurper-king", is better deserving of that, although he repped Persia in Civ 5 and they didn't want to repeat leaders in this case. They also wanted to make Cyrus fit the Tomyris portrayal for a little thematic matching between empires. I'm fine with it, Persia (modern Iran) is a nice civ that has incentives to go for war or culture, or mix in some of both. The one time I did play Scythia, I got Cyrus. So I lucked out there. You can handpick the leaders if you want, and I believe you should be able to mess around with the leader pools- throw in only the leaders you want the game to randomly choose from.
  11. Yep. They changed it to this in Civ 5, it carried over to the spinoff Civ: Beyond Earth, and then Civ 6. Civ 4 had Domination be a 30% population lead over everyone else and 65% of the world's surface under your control. A "Conquest Victory" in that game was "wipe everyone off the map". The Domination change makes it is simpler, for better or worse. Of course, you do have to fight to the capital and make sure the enemy can't take it back. But I'll let you reach your own opinion on how Domination works. Rebel units take quite a low number of amenities to spawn, 5 or more below where the amenities levels should be. Decreased yields of 5-10% and 15-30% population growth decline are the only penalties until then. As for razing, I'll do it if a city is total junk but I need to take it anyhow. If it's half-decent, I'll keep it though because it is another city. This ain't Civ 5, where letting your cities get even slightly Unhappy is apparently very bad for your entire empire, too harshly so.
  12. Just the Thief to Sage. Why? The only time I abused the autosave feature was getting to the Cave to the Necrogond, once I was inside the cave, I surprisingly found it mostly bearable and didn't run into circumstances where I needed to. The Mimics never even successfully Whacked me, unlike the Pyramid's Cannibox OHKOs. Otherwise, the game wasn't so hard that I felt I had to do some major grinding, other than some when starting the game for the first few levels, and some much later bring my Sage up to ~15, which took next to no time. Grinding could've helped with Orochi, but I snatched victory from the jaws of death there. I also used Padfoot to lower the encounter rate about 50% of the time once I learned it. Lastly, DQIII is fairly short, with barely any bosses to stat-check you. Robbin' Hood twice, Orochi, the Boss Troll and... something else I'm feel like I'm forgetting before Orochi, but it isn't very many. As I said, Domination Victory asks for the original capital cities, nothing more to win. For Poland, the original capital shall always be Krakow (IRL it's present Warsaw, but forget that, Krakow was the capital of Poland in Jadwiga's time). Here is a screenshot I found, for an example. Ask for peace. Then hit "R" to see her city list, and select the cities you've taken and want to keep. A city that is militarily "occupied" suffers greatly reduced yields. With the DLC expansions, all cities captured have to be formally ceded or returned (if they weren't razed) in the peace deal. In the no-DLC game however, I think you have to ask for a city to be ceded to remove the "occupied" yield penalties in peacetime, because by default you'll keep them without the formal acceptance of cession. Wiping another civ off the map will eradicate the "occupied" status as well, because then there is nobody to ask for the city from. I'm just saying that you could take the cities that lead to the enemy's capital, take the capital, and if necessary take the cities that could help clear a better path to your next victim. Make your triumphant peace and keep all the aforementioned cities you need, leaving out-of-the-way and or tiny cities that pose no threat behind. If they can't effectively bite your backside, only issue harmless complaints that you're evil, then you can keep moving forward and strike at your next target. Because you're playing the base no-paid DLC game, leaving some enemy cities in enemy hands is easier. The Rise and Fall & Gathering Storm expansion adds the Loyalty mechanic, which means it is very possible to see the cities you've conquered go into revolt a few turns later and declare their independence, followed by a likely return to their original country ~10 turns after that. It forces you to raze more, or to try to take several high-population enemies cities at roughly the same time.
  13. Okay the actual castle of the Necrogond, I remember this from DQXI. Unexpectedly empty this time, having a bunch of the kings show up in XI enlivened it. *Reaches Baramos* I think I know how this is going to go, let me try. *Wiped clean on turn 2* Sylvaaaaaaaaando! I need your Hustle Dance! Time to grind, exactly as I expected. Although it's worse than I expected. Like VIII's Dhoulmagus, it looks like what I need is unceasing use of Multiheal, which is learned at... level 34. About ten above where I am. You don't need every city, remember. All you need to win is to take Krakow. If you cripple Poland and can get Jadwiga to agree to cede it and any other cities you've captured, that'll do. You can leave her with some places off the beaten path.
  14. They couldn't let hordes of war ponies a player may have amassed reach a military dead end. It is forced. But it is the price they paid having two separate mounted unit class lines (not with reason IRL) with separate sets of promotion boosts, and they decided to give only one of them tanks, disregarding tanks having come in light and heavy variants IRL. And I guess jeeps and APCs or other lightly armored military vehicles were infeasible, or they really liked having choppers. Looking at Civ 5, you had the oddity of Pikemen upgrading into Lancers -from foot soldiers to cavalry- and then those Lancers turned into Anti-Tank Guns, and then those Anti-Tank Guns became Helicopters. All to create a single "anti-cavalry/anti-armor" class line enduring through history. Making history fit into a video game with the trappings of historical simulation can run into difficulties. Why can Brazil churn out dozens of "Minas Geraes" in Civ 6, when IRL that referred to just two ships that did absolutely nothing of historical importance and were turned into scrap? Having separate foot soldiers lines of "melee, anti-cavalry, and ranged" makes little sense once they all get guns. Sometimes they get thing right though, the Medieval (European) melee unit of Civ 5 was the "Longswordman", which never existed; Civ 6 is adding a medieval melee called a "Man-At-Arms", which is the actual generic term for medieval non-bow foot soldiers. I just roll with all this. If someone can't, I suggest they take that Pike & Shot out of their butt.🙂
  15. Cave to the Necrogond was a major difficulty spike, I found it hard on the overworld side to get through a fight without someone getting KO'ed, thank goodness for autosaves. On the positive side, the EXP has spiked up to 1000 EXP per fight, so I'm leveling faster, and I've finally learned Zing. The cave itself was easier and not too many encounters (thank you Padfoot!). With all the Orbs in tow, it is off to free Ramia, it's been a while since I last saw her in DQVIII. It looks like I can place the Orbs in any order I want, so I'll arrange them in OoT Sage Medallion color order due to the same hexagon formation, with the Silver Orb replacing Spirit's orange. Pro Controller must charge up first. Sorry! I didn't realize that. I like a little localized patch of wilderness, so this sounds quaint. Thats what happens much of the time when upgrading units, the Combat Strength of units gradually increases with every era, ending in the Atomic & Information eras. The Horseman is Classical and the Cavalry is Industrial, that is three eras later, and the Cavalry has 26 more Combat Strength for it. As Rubenio mentioned before, Cavalry become Helicopters in the Atomic Era, that is the final form Light Cavalry-class units take (Heavy Cavalry-class units become Tanks and then Modern Tanks). Helicopters do require Aluminum, but they aren't actual "air units" like planes are, they are ground units on the thin logic they fly lower in the air than planes. Copters do have 1 less movement than the 5 of the Cavalry unit, but they ignore increased terrain costs. Helicopters can't cross mountains and must still embark in water, but they do benefit from the lower movement cost of roads as the beneficial unrealistic counterpoint.
  16. Yeah, it's working out quite well actually. Plus, my Thief hit level 20, so it learned all of its utility spells, which carried over into the Sage. Didn't take that long for the Sage to catch up somewhat, the level curve is sharp in DQIII. Things seem to greatly slow down in the later teens. Although the encounter rate is high enough to make grinding feel painless if I wanted to. If you're wanting something a little tougher, I've got no shortage of entangled briars and vines from years on end near my house. Do be careful, the thorns are sharp and can turn your shoes into pincushions. I wish I got into gardening, the most I've done is a few easy tomato plants that usually work out. Every attempt at bell peppers has failed. It's too much effort and getting my hands in the dirt, I'll stick to pixel agriculture instead.
  17. Whose idea was it to make you fight a slightly weaker version of Orochi right after besting it the first time? Thank goodness for the autosave feature, I went to heal up after realizing my error. The battle wouldn't have been as nasty had I Kabuff to mitigate the physical attacks and thus leave the fire breath as its sole source of hefty damage. This seems to be the point in the game where, like the Marquis de Leon in DQIV, you greatly from Kabuff use from thereon out. But I still haven't gone and replaced someone with a Mage/Sage. My Thief is my best character overall, but her sole weakness, an absence of Str and good weapons, is making me consider bumping her off instead of my Martial Artist. *Reads exactly what vocation-changing does* Retain half my stats? Fine, Thief to Sage it is, that is the fastest option, minimizing the grind I need. I think my Thief has more MP than my Priest. The sole Words of Wisdom I shall offer up to her. Oh. That sounds like a glitch. I've never had that happen. Phantasia, as the first Tales ever and created for the Super Famicom, feels understandably dated in gameplay. Most spells will freeze until their animations are over, and Cress is the only frontliner for the vast majority of the game. Avoid the GBA version, it's the lone officially translated one, but I think you can count the frame rate in battle sometimes. I'd like to taste-test more early Tales myself for the sake of it, I just don't have means for it ATM.
  18. I do like this idea for Genealogy. It could make infantry better -were it not for the issue of the big map outside meaning it takes too long for them to get there in the first place. Also, what happens outside while you're doing this? Will Ayra surrender as soon as I take the gates of Genoa Castle, or do I have to keep baiting her around and hoping she doesn't kill anyone because I haven't officially rescued Shannan yet, which demands I take the throne of Genoa? Are enemies going to start moving out from Marpha and plot stuff happen when I take the gates, or will everyone I have outside be left doing nothing until the throne is mine? What about the boss of Genoa? Do I fight him at the gates, or does a new enemy get invented to sit there and the old boss is relocated to the throne? The number of factors in need of consideration make inclusion of this into FE4 Remake too difficult to do I'd think. For a brand-new FE however, wherein plot-gameplay events on an FE4-sized or even a normal FE medium-large map, can be written with castle gates or castle throne conquest in mind and don't have to be retroactively changed, the chances of making this work rise exponentially. Valkyria Chronicles is coming to mind. Although in that case, enemy camps are usually occupied by baddies and can be captured by your units, allowing you to retreat and summon your crew at them.
  19. How close are you to Advanced Flight? Because while the midgame is sluggish from walls, the lategame city-taking is greatly accelerated with Bombers. Research Flight for Aerodromes, built one of these in any city, you need one to make aircraft in a city. Research Radio for Aluminum access, this can be found in desert, rainforest, and plains. You need a source of aluminum for all non-Biplane aircraft. Research Advanced Flight to unlock the Bombers, which you can then produce or buy in the Aerodrome city. Bombers can cripple cities to 1 HP in 6 hits at most, likely less. Obviously less if you have them drop a nuclear weapon. Air units differ from land and naval ones. They can't move across the map normally, they have to "based" in: A City Center- which can hold 1 aircraft An Aerodrome- which 2 can hold aircraft, 4 with a Hangar, and 6 with an Airport. An Airstrip- which can hold 3 aircraft. These must placed on a hills-free tile (doesn't matter who if anyone owns it) by a Military Engineer (can be produced in cities with an Encampment with an Armory). Or an Aircraft Carrier, which can hold 2 aircraft, up to 5 with the three proper promotions. Note that if an enemy unit ends their turn on an Airstrip or Aerodrome with your air units in it, the air units are instantly lost. Same if they sink a loaded Aircraft Carrier. An air unit uses up its turn relocating to another base. Air units can only relocate as far as their movement allows, which is as little as 6 for a Biplane, or as high as 12 for a Jet Bomber. Air units have attack ranges that are as small as 4 for the Biplane, or 15 for the Jet Bomber. As another huge benefit, unless the enemy has: Biplanes/Fighters/Jet Fighters, Anti-Air Guns/Mobile SAMs, Destroyers, or Battleships/Missile Cruisers; near your intended target, air units won't take any damage when they attack. This allows them to keep on pounding away as long as something is in reach and sight. You got Open Borders and then declared war on them and your troops were relocated? I don't understand why, but that happens.
  20. A few of the Civ VI final "2/3rds of all civilizations" rebalances have been revealed. Spain is better now! El Escorial applying to religious units now makes it more of balanced Domination-Religious civ, if not Byzantium good. Yet Spain still needs to rush to found a religion because no bonuses towards that, it's the biggest issue I have. Treasure Fleets has been improved, it's still not incredible, but it's a lot better than what it has been. I'd have preferred if it applied solely to domestic trade routes for realism's sake, since Spain controlled the entire from New World to Old and back colonial trade flow. Doing domestics to get their now-easier-to-get-off-the-ground cities on other continents is a fine idea. Khmer got a mix of upgrades and debatable redesigns. Jayavarman VII major adjacency bonus for Holy Sites on rivers that he needed. No bonus to Aqueduct construction, yet Faith from its ginormous populations is cool. The Domrey isn't so bad anymore. Now that Catapults upgrade into new Trebutchets, and Domreys replace the Trebuchets, and Domreys are stronger than Trebuchets when they used to be weaker than Catapults. Not sure of the exact numbers, but this does mean that if you save your Gold and churn out the Catapults, you can promote into a mobile army of city-destroying ballista elephants come the Medieval era. It looks like the Prasat lost both its second Relic slot and granting of the Missionaries the Martyr promotion. There goes the Khmer's Relinquaries blitz to Culture Victory in ~100 turns.🙁 That is the price Khmer has paid with Prasats now granting +10 Tourism with 10 Population once Flight has been researched, increasing to +20 Tourism if you grow a Khmer city so big. Growing to 20 pop should be no problem at all for this empire. And +0.5 Culture per population in a city with a Prasat is nifty, if a little late in coming. It's sad to see that Khmer aren't the Relic-worshippers that were their sole strong point prior to this upcoming update, even if they're stronger overall. Because Poland is haphazardly designed and thus bad (though good in the base game, it's the expansions which nerfed it), I hope Saint Jadwiga got Khmer's old Relic powers instead. Someone should take them. Canada gets +2 Food from farming Tundra now instead of the usual +1. Mines and Lumber Mills in Tundra get +2 Production and Camps +2 Food instead of the hitherto bonus of +1. And, Mounties can found 2 National Parks instead of 1. Not the best buffs, it'll still be bad to start entirely in Tundra as Canada until you get a Builder out the door, but it helps. Georgia gets Faith from killing units, anywhere, anytime, any circumstances, which is better than that Liberation War Faith bonus it had, if very simplistic. It opens the door to an aggressor Georgia now, factoring in the new Men-At-Arms unit which makes the Khesvur better. I'm wishful that this means a boost for Gorgo. Her lone ability is Culture on kills, Tamar has that and double Envoys to City-States with your religion. Gorgo wants something, and a City-State bonus would suit her actually, given her Greece of Classical Antiquity was all City-States. Ideally something war-oriented to separate Gorgo from Pericles's Culture boost, Matthias and probably-sorta-kinda-maybe Gilgamesh can make room for another Leader Who Dominates Using City-State Troops. Mapuche I'm wary of, but the Chemamull +1 Production ought to help their earlygame. I'll have to try using them once or twice now, and see how they good they are with their entire kit barring the Malon Raiders in some way bettered . They've the been the worst of the worst up until now. Huge True Start Location Earth map sounds great too. The current official Standard-sized one is tooooooooo small! Japan and England & Scotland suffocate on it. May the new map be a good one. Overall, this pleases me and I'm hoping for more goodness.
  21. I guess Hong Xiuquan is Jesus's little brother after all. I hope Shi Dakai is still around, the devout follower of the failed exam student-turned empire-threatening cult leader somehow deserves a good life after having his family slaughtered. Sounds like a borrowing from the "fat sandwiches" I've seen a few times, nothing is off-limits in those.
  22. Whatever you call them, they aren't two slices of cornbread with mozzarella cheese sandwiched in the middle and tossed on a griddle. Thats what you call "attempted murder", albeit one I've indulged in several times.😋 Local spring/summer fairs bring out all sorts of unhealthy food, and "mozzarepas" are one of the strangest of all.
  23. ??? I can see some similarities Ricard/Kain, Gordon/Edward the cowardly prince, an evil Empire (which aren't that common in FF actually) to name a couple. But is this referring to Golbez or Zemus? People living when they should be dying? I don't think I ever learned how ToV's Overlimit worked. Or at least I don't remember much about it. I don't think I used it more than a few times.
  24. Some of the distinguishing abilities are thin however. To run through them all with a loose X/10 rating.: Sabin's Blitzes are great through and through, that is true. Aura Cannon and Raging Phoenix for much of the early & mid games, Phantom Rush for the World of Ruin. 9/10 Edgar's Tools are awesome pre-magic, and continue to have some use post-magic, but they do fall off. 6/10 Locke's thieving is useful, against a slew of bosses at least, though I forget if it's worth using on common foes. 5/10 Terra's is a temporary damage boost, that can't be bad, unless you've already hit the damage cap. 7/10 Strago's Lores can be learned quicker than some ultimate spells, which means if you aren't grinding they can good. -If you can find the Lores monsters that is. 5/10 Celes is second in importance only to Terra, and yet Runic, outside of the boss where you're told about it, is a little problematic. It stops you from casting Cure while its active, and Osmose is better for MP regeneration. I won't call it junk, but I never spammed it for anything. 3/10 Cyan's Bushidos start good, though the charge times get too long for the latter ones -though I hear iOS offers some form of corrective for Bushido. 6/10 Gau is absolutely defined by Rage. If you know which enemies provide the good ones and don't mind losing control of a character who does one thing for an entire fight barring any random basic attacks he does, Gau is great. Gau is better in a sense if you don't stop and take time to learn spells, because then his Rages are comparatively stronger than otherwise. 10/10 Mog's Dances mean you lose control of him, and while the abilities he can use are mostly alright (barring the ones insta-death immunity block), Gau has him outdone. And Gau has far greater availability. 4/10 Relm's Sketch seems objectively weak, and Control isn't good either -I think. I never used either really. 2/10 Shadow's Throw can have its uses, but I'm not sure how much. 5/10 Setzer is a gamble, I'm not sure how often Slots got me something other than Prismatic Flash, Gil Toss is literally tossing money out the window. His dice weapons are RNG, but interesting. 3/10 Gogo is flexibility and Mimic at the expense of stats, but he isn't worthless. I'll give mark him high. 8/10 Umaro is a joke. 1/10 So, most of these have at least conditional usefulness. In the end, and I may have been placing too much focus on it, magic can render their differences irrelevant. But early on, that isn't the case, and Gau and Sabin at a minimum remain distinctive for their abilities for most of the game. Nonetheless, magicite degrades the distinctiveness of FFVI's cast to the point where their unique commands mostly feel like an extra atop the basic attack command and spellcasting, they're not what drives my use of these characters in battle. In this regard, they are not unlike VII and VIII, where Limit Breaks are the tips of icebergs made of materia/junctions. If I want to go back to an FF for the gameplay, my first pick is V, it is lightyears ahead of the next three games and its four predecessors in this regard. -Or so I see it. I'm fine if you differ. True, Zemus's presence is nonexistent and his motivation lacking. Dare I say he makes FE's Medeus look good? Because seriously, Medeus the Shafted Dragon has it better than Zemus. Darth Golbez has to do all the heavy lifting with his ominous presence. I see your criticisms. Saving almost everyone from death might be an overly cheery relic of the era; the counterargument would be the first Shin Megami Tensei (actually the third game) released the year after FFIV, Square could've kept everyone dead no problem. Though Cecil's conversion didn't come literally two hours fast, it didn't take the entire game, but it didn't feel rushed, for me. I can respect your opinion. You can select a tile far away and end turn and the game will move the unit for you every turn until it reaches that destination, barring a unit blocking the way. The game won't necessarily select the best path, but does reduce the tedium somewhat. I do this if I'm crossing empty distances, if enemy units are near, I won't of course. But yes, I understand this. It's the issue with "1 combat unit per tile". I think I prefer going a size down on the maps for Domination and Religious Victories, to Small, it cuts down the default number of civs per match to 6. Or, you could pick the Terra map option. That forces all empires onto one landmass, placing all or almost all City-States on the other. You'll have barely any room to expand on your landmass, but it does mean all your opponents are right there, pick someone like Sumeria and you can conquer the whole world by the medieval era.
  25. Armor and spell options I suppose? Maybe a handful of extra Lores worth 1 stat point in Str or Mag each. The classes they picked sounded like a good set of twelve. Except we don't get class costumes, Shikari and Foebreaker could've looked awesome, and that is the symbolic tip of the iceberg. There are those who like the XII system, I mean them no offense, but for me, it was the half-hearted adaptation of a too broad not-class system into a "class system". It's untraditional, XII does make equipment matter a lot in gameplay so equipment options do matter, and there might be be merit in experimentation. However, in the end, a more typical job system would've been more fun, personally speaking. Planning things seems to be some of the most fun I have. I often plan more than I put into practice.😝 The game will normally assign the citizens of a city to work on the tiles it thinks should, and adjust this as the tiles available to the city change. Select the City Center tile of a city, then, select the icon with the head on on it, to the left of the cog icon. This will show you all the tiles the city own and which tiles the citizens of the city are presently working (dark blue means no citizen on that tile, white mean it's being worked) and the yields provided from by each tile if they were worked. If you want to force a citizen to a work a tile presently not being worked (the City Center tile will always be worked), all you have to do is click that tile and citizen will be reassigned to it. The citizen reassigned might not have been from a tile you wanted them to stop working. In that case, you can lock citizens to tiles they're presently working if you want to make sure the city keeps working that tile until you want otherwise. If after selecting the City Center you press right of the production cog, you can fill in one of the little circles with Culture, Food, Production, Science, Faith, or Gold next to them. This will put the city on a focus towards that yield, meaning if you fill in the Food🌽 circle, the city will work the tiles that provide the most Food possible (if the city doesn't have any tiles that offer something, like rarely found in terrain Science, it'll proceed with its normal tile selection priorities). Micromanaging tiles isn't necessary, on its own the game does a generally good job of this, though I do check it once in a while. The time when I'm most particular is in the very beginning of the game, if I have a 3 Food Wheat tile next to a 1 Food 3 Production Wooded Plains Hill, the game will naturally prefer the hill to the Wheat. I'd prefer growth on turn 1 of the game, and working that Wheat will get me to 2 Population faster, allowing me to get out a Settler sooner if I wanted, and at 2 Pop I could work that wooded hill too. Once a city has grown up to like 4-5, unless the city is starving itself when it doesn't have to, I leave things alone.
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