FE mechanics explained! (ask your stupid questions here)

Updated for version 0.86

By on March 5, 2012 7:29:00 AM from Elemental Forums Elemental Forums

Magog_AoW

Join Date 09/2009
+29

Yes, I'm making this thread for myself because there are many things I simply still do not understand with this game.

So ask your stupid questions here. If you know the answer to a stupid question, post it here as well and I will edit the main post.

Please note that the answers below are from beta testers and are based on their experiences with 0.86. Mechanics can and will change during beta, and some of them we might not fully understand at this point.

Edit: The information in this post is NOT updated since the release of Beta 0.90!

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City founding, leveling and development.

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Q: How do you build a second city?

A: You have to build a pioneer and find a spot that supports cities again; best way of doing that is activate the show yields button. Know that cities have to be at least 6 tiles apart from each other and that locations that allow for cities are really hard to find later in the game so expand early. The pioneer has two buttons, settle will build a new city and outpost will expand the influence area of an existing city by a 2 tiles in every direction square around the outpost. There is no limit on how far away an outpost can be from the city. [Karma to: DrAtomic1]


Q: When founding a city, does the grain/material values on the surrounding tiles matter?

A: No, it has no impact what so ever. Pick the spot with the best values. Don't worry much about nearby special terrain items (shards, gold etc) as you can capture those through outposts, instead concentrate on getting the absolute best values you can for food and materials. Keep in mind you will need a minimum of seven grain (get some through nearby outposts!) to achieve a L5 city. [Karma to: Manii Names]

 

Q: Is there a way to the the tile values other than hovering over the settle button on a Pioneer?

A: In the upper right hand corner is a button, press it to have the yields displayed.  Note that when you load a saved game it will become unselected and you have to press it again. [Karma to: Manii Names]

Tile yields

 

Q: What are outposts good for? Can't I just build another city?

A: Cities can only be build on tiles with grain, outposts can be built anywhere. Also, you might not want to build a city everywhere. Every extra city splits your faction prestige, which allows cities to grow faster. If you build a lot of cities, they will grow very slow. [Karma to: Heavenfall]


Q: Could someone please explain growth, grain, and city leveling? How do you check/estimate when a city will grow again and/or when they're out of grain to continue growth?

A: Grain provides food to feed your people.  How much food is a function of your technology, I'll give some more details in a minute.  Each person in your city consumes one food to survive, so if you want to achieve a L2 city you need at least 50 food, and 900 food for a L5 city.  To get a bigger city you need more food to increase your base multiplier, and then you leverage that with more technology.  IMPORTANT!!!  There is also a Water/Air spell called Gentle Rain, which increases the food generation of your city by 20%.  It can be Extremely beneficial to have either your Sovereign or some other hero able to cast this, and I actively work for it in every single game. 

 

Potential Food Multipliers:

Base (+25).

Civics (+20):  Watermill +10 (Kingdom only), Docks +10.  Note you need a river for these, so when trying for a huge Metropolis build next to a river.

Restoration (+10):  Just for researching you get +10, this also unlocks the ability to build Orchards (+1 Food) and Apiaries (+1 Food / +1 Gildar).

[Karma to: Manii Names]

 

Q: How can I tell when my city's/cities' Zone of Control (ZoC) will expand based on the prestige I have? What sorts of things increase (or decrease) prestige? Is the only function of prestige to increase my ZoC so I can see things better and have access to building resources?

A: Prestige is not directly related to your ZoC size. Prestige helps grow your cities by adding growth to them which makes them grow faster. Then, as your cities increase in level, they will spread more ZoC up until city level 3 (after that, there are no more ZoC gains from city level). The ZoC is updated the turn AFTER the city gains a level. [Karma to: Heavenfall]

 

Q: Other than changing the tax rate and building a few buildings (Gallows comes to mind), are there any other ways to deal with Unrest in cities? Do number of cities impact Unrest? How is Unrest calculated?

A: Unrest is generated 100% from taxes. Lower taxes is less unrest. You can impact it through buildings (Gallows, Prison, Town Hall) and spells (Calm or Bless City).

As a general rule I run at zero taxes for as long as possible. Keep your expenses low by not building unnecessary buildings or else destroying them after they are no longer needed. I will commonly build a barracks, crank out a bunch of troops, and then scrap the barracks to save the upkeep costs.

It's like this - early on normal taxes will give you 40% unrest but only generate like 2 gildars. I'd rather have zero unrest and slowly lose money. Raise money by selling stuff, go out and kill things and sell the loot, use said loot to keep your Empire going. The Merchant trait and gold mines can both help a bunch too. Sell the dogs, escape scrolls, fire resistance pots, sand golems etc. They are all worth quite a bit of cash and are of relatively little utility overall. Keep some spare weapons and armour, but when you have a ton of it sell that crap too. [Karma to: Manii Names]

 

Q: Are terrain bonuses present in this version FE? There was a post where Brad alluded to their existence. If so, how can we see them?

A: No


Q: Are there specific buildings to choose for each city level e.g. prison only appears when city levels to level 3, or is there a chance to get the option prison at both city level 2 and 3?

A: Improvements are specific to the city level (based on info in CoreAbilites.xml and from experience.) [Karma to: mmilleder]


Q: Is there any benefit to having idle (ZZzz...) production in cities, other than when you build units that do something with them? For instance, does it add Gildar? Research? Growth? Prestige? etc.

A: Some of the level up city improvements provide a bonus (gildar, research) if the city is idle, otherwise there is no benefit.  

 

[Tactic] I will commonly use these cities for Pioneer production, and use them to make sure every last scrap of my claimed area is covered by my influence via outposts.  This allows me to order people to leave and have them actually be gone.  It also allows me to strategically nuke the bejabbers out of any invaders.  [Karma to: Manii Names]

 

 

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Resources

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Q: Which resources are global and which are specific to a given city

A: The only resources which are truly local and can only be consumed locally are the grain resources.  All of the others - Iron, Shards, Horses, Wargs, Crystal - go into a global pool and can be used by any city.

 

Q: What is the importance of iron ore? How does it impact gameplay?

A: Iron ore is used to make metal weapons and armour.  For example you need one iron to equip a figure with a Boar Spear.  If your unit (such as my current Spiky Armadillos) has five figures then you'll need five iron to train that unit.  Metal armour also uses metal, and there are city improvements and racial traits which decrease the amount of metal used.


Q: How is the Crystal resource used to make magical weapons/armor? 

A: When you are designing units you can assign them magic weapons, armour and special equipment, all of which will require one or more crystal to construct.  Basically its uses are identical to iron, you just can make different and better things with it. [Karma to: Manii Names]

 

Q: When you build on a mine inside an outpost, does it cost anything?

A: In the next update (after 0.86) mines will cost 10 gold. [Karma to: Frogboy]

 

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Unit/Sovereign stats, spells and abilities

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Q: What is accuracy good for? Is it just archers?

A: Accuracy is used on all attacks with an equipped weapon (Including wands). Accuracy increases by 2 points per level up. My best guess at how this is calculated is: Accuracy/Dodge (needs citation) as a percentage, with the maximum hit rating being 95%. [Karma to: CdrRogdan]


Q: What is intelligence good for? Does it have an affect on spell casters?
A: Intelligence helps your spell ability and your spell resistence. [Karma to: Frogboy]


Q: Other than the spells that come out of the magic research tree how does my sovereign gain new spells? How do I determine which spells my sovereign starts with ?

A: Your spellbook is determined by the ranks you have in the various schools of magic.  For example if you know Death Magic III you will have access to Antipathy, Berserk, Blindness, Curse, Drain Life and Wither.  Other than in the Magic tree there is no researching of spells, you get what you get and that's what you get.  As you level up and gain more ranks in the various spell lines you will gain access to more spells.

 The only way to gain new spell lines (ie you want Fire and did not start with it at all) is through the Steal Spirit spell.  You sacrifice a champion and your sovereign steals one spell rank from the now deceased champion, as long as the rank you steal is greater than what you already have.  Example you have Air II, Death II and Water II.  If you sacrifice somebody with Fire II you will gain ONE (1) count it ONE (1) rank in Fire magic.  Say you later on sacrifice somebody who has Air II, Earth II, and Fire II.  You could choose to gain one rank in Earth (Earth I) or one rank in Fire (Fire II, since you already have Fire I). [Karma to: Manii Names]


Q: Is there a way to predict the maintenance costs of units generated? Or is there a rule of thumb to apply? 

A: It is 10% of the production cost. [Karma to: Manii Names]

 

Q: How much does normal units actually improve from levelling. Is there an formula, or do I just have to look at stats?

A: They gain greatly in HP (I don't know the formula but CON plays a big part in it).  Accuracy goes up by +2 per level, Spell Resistance and Spell Mastery at +1 per level.  These values are true for heroes as well.


Q: Will adding the trait Accuracy to my archers make them do more damage

A: The Accuracy trait is essentially equal to +1.5 levels worth of to-hit bonuses.  Each figure in a unit has a chance to hit the target, when you attack something they will each make their own individual check to see if they were successful.  More accuracy means you're more likely to hit and do damage.  If you're building a serious military town try to choose the Training facility at town L2, as it will provide a free and automatic +5 accuracy upgrade for every unit built there.  There are also some major city buffs which can greatly enhance the combat effectiveness of newly trained troops as well.


Q: Can the injuries a champion received after losing battle be removed?

A: Currently, they can be removed by using a potion that is sometimes available as a quest reward.


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AI

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Q: Are monsters more, less or equally likely to attack your city if their lair is taken over by the ZoC?

A: Probably not. Frogboy has alluded to them being fairly intelligent when it comes to deciding to attack or not. They will never simply wander into your city and start a fight. So, monsters only attack or move against you when they think they have a chance to win. I believe that what you are seeing is that the defenders of a goodiehut are often STRONGER than the units a monster lair spawns over time. Therefore, they will act more aggressively. [Karma to: Heavenfall]

 

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UI

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Q: Are there any hotkeys?

"Control+N" will start a new game with your preset choices (Sovereign, faction, difficulty etc).  Note doing this a bunch of times in a row will crash FE.    I suggest that once you find a starting spot you like that you save the game as "Starting" or some such, then exit out completely and relaunch FE with your saved game.  

"PrintScreen" saves screenshots in <My Documents>\My Games\FallenEnchantress\ScreenShots.  It is also stored temporarily in memory, so if you're making edits in Paint to post here on the forums you can just switch to Paint and paste it in for immediate use.  I do this a lot BTW, quite a few of my posts have graphics in them that I made in this manner to help illustrate one point or another.

Pressing "Tab" on the strategic map will select the next unit which still have movement points remaining.

Pressing "Enter" ends your turn.

Pressing "Space" will end the turn of a unit in the tactical map.

Pressing "Space" on the strategic map will end the turn of the currently selected unit, setting it's movement to zero and removing it from the 'Tab' queue.  However if said unit is currently on a long journey pressing "Space" in this manner will cause it to not move at all this turn.

"1" through "4" are shortcuts for various views.  "1" is the skewed view you start the game with. "4" is zoomed out all the way with the cloth map.

"Control+S" quick-saves the game.  I have had extremely bad luck with reloading these games however.  Use at your own risk.

When a city is selected, "B" brings up build side bar.  "T" brings up unit training side bar.  "Escape" will close these side bars.  You can hit "B" or "T" to switch back and forth between them.  Hitting "D" will pop up the city details window (which the escape key won't close).

When an individual hero is selected, "E" brings up equip window.  "T" brings up trade window if another hero is close by.

[Karma to: Manii Names]


Q: How can I identify Kingdom versus Empire units in the UI?

A: There is no good way, but by color (each faction has their own color) and once you see them, you can talk to them - actually their leader, and you likely know which side he/she is on. [Karma to: mmilleder]

 

 

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 Combat mechanics and Damage types

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Q: Combat mechanics. How do they work? Which values are compared against one another? How are rolls are generated from stats and compared against one another to get hits, misses, clinks and the like?

A: This is to the best of my knowledge.

When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, which means it lands if it's the attacker, or "dodge" if it's the defender. A unit with multiple units roll several times, once for each member. So a unit with 7 members may hit 3 swings in one attack, and 4 would then be dodged. This is not displayed, it simply shows the damage from those 3 hits.

For ranged attacks, accuracy is rolled against "Dodge against ranged" instead. It is also possible that Dodge against ranged is added to the Dodge stat when trying to dodge ranged attacks, I do not know this.

When casting a spell that can be resisted (note: many can't), then the attacker uses Spell Mastery and the defender uses Spell Resist. The same roll is performed as when trying to hit with accuracy vs dodge.

As for how much an attack hits for, the following formulas are used:
Max Damage = Attack * (Attack / (Attack + Defense))
Min Damage = Max Damage / 2
A number is rolled between the minimum and the maximum damage. Therefore, the average damage is just in between minimum and maximum damage as far as I know. Again, just like accuracy and dodge, each member in a unit will roll their own damage. So a unit with 2 members that hit twice will not deal double damage, they will simply perform two attacks that deal normal damage.

There are also resistances in the game. For example, you can have 25% fire resistance. This resistance value is removed from the final damage, after all other things have been taken into consideration. It is possible to have 100% resistance, in which case the unit becomes immune to that damage.

If you are running an un-modded game, in beta 0.86, physical attacks (cutting, pierce, blunt) only have defense values from armor. Magical attacks (fire, cold, lightning, poison) only have resistances.

For crits to happen, the game looks at your accuracy vs dodge roll. If your accuracy hit was 10 or more above the dodge roll (above the "threshold"), you may crit. Then, the game checks your crit chance. That is a straight up percentage number. Ie, if you have 20 crit and your accuracy roll was 10 or more above the dodge, you have 20% chance to crit that particular attack. Also, you will notice that trained units can never crit. I believe that spells cannot crit, but ranged attacks and melee attacks can. Note that this kind of threshold mechanic means that accuracy increases your opportunity to crit, and a monster with high dodge will be doubly difficult to crit on, even if you manage to hit it. There is also a few items and traits that make it so that the unit cannot be critted.

 The italic parts are things I'm not sure about. [Karma to: Heavenfall]


 

Q: What is the difference between blunt and cutting damage?

 

A: Cutting, blunt and pierce damage are completely different types of attack. A weapon usually has only one type of physical damage, and may have additional magical damage such as fire or poison. What type of physical damage is relevant when attacking enemies with different types of defense. Plate armor, for example, is particularly good at defending against blunt attacks. Chainmail is better against cutting damage, and leather it not good against anything in particular. Note that an armor item may say "+20 defense" and "+5 blunt defense". This means that the item has 25 Blunt defense in total, and 20 cutting and piercing defense. [Karma to: Heavenfall]


Q: How does the existing initiative system work and how are "rounds" a part of this process? How can this info be viewed in the UI?

A: Initiatives are used to determine how often a unit gets a turn in battle. A unit with 20 initiative would get twice as many turns as a unit with 10 initiative. [Karma to: Frogboy]


Q: How is a unit's power rating calculated? And how is this value used if you use auto-resolve instead of playing out the tactical battle?

A: The combat rating of a unit is just a rough guide we use to get an approximation of a unit's non magical power. It isn't actually used. Auto-resolve simply plays a simplified version of tactical battles off screen. [Karma to: Frogboy]

 

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Other

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Q: What things can I do to improve my relations with other opponents other than crush them with my armies?

A: In 0.86 you can make economic, trade, non-aggression, and alliance treaties with them.  These show up in the relations screen as improving your relation.  Presumably there will be more options once diplomacy is developed further. [Karma to: Publius of NV]

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March 5, 2012 8:00:38 AM from Elemental Forums Elemental Forums

Q: When founding a city, does the grain/material values on the surrounding tiles matter?

No, it has no impact whatsoever.  Pick the spot with the best values.  Don't worry overmuch about nearby special terrain items (shards, gold etc) as you can capture those through outposts, instead concentrate on getting the absolute best values you can for food and materials.  

I have seen starting locations with a 6/2 or 6/3 value.  I have also seen (once) a 3/5.  Personally I try to shoot for a 5/3 when I can.  Keep in mind you will need a minimum of seven grain (get some through nearby outposts!) to achieve a L5 city.

- Manii Names

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March 5, 2012 8:06:28 AM from Elemental Forums Elemental Forums

Q: Could someone please explain growth, grain, and city leveling? How do you check/estimate when a city will grow again and/or when they're out of grain to continue growth?

 

Q: How can I tell when my city's/cities' Zone of Control (ZoC) will expand based on the prestige I have? What sorts of things increase (or decrease) prestige? Is the only function of prestige to increase my ZoC so I can see thins better and have access to building resources? Also, are monsters more, less or equally likely to attack your city if their lair is taken over by the ZoC?

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March 5, 2012 8:16:15 AM from Elemental Forums Elemental Forums

OK with regard to blunt and cutting weapons some armour provides extra defence against one or the other (the armour will say something like +4 cutting defence) - its to reflect things like a hammer being much more effective than a sword against something like a gargoyle etc

 

I also have my own question:

Can you zoom in and out of a map using a laptop touchpad? I know 1,2,3,4 give different camera views but I've tried things like +/- and page up/page down to zoom in and out but they dont seem to work

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March 5, 2012 8:18:33 AM from Elemental Forums Elemental Forums

Q: Combat mechanics. How do they work? I know which values are compared against one another (I think, anyway), but I have no idea how rolls are generated from stats and compared against one another to get hits, misses, clinks and the like.

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March 5, 2012 8:35:46 AM from Elemental Forums Elemental Forums

Quoting Lord Reliant,
Q: Could someone please explain growth, grain, and city leveling? How do you check/estimate when a city will grow again and/or when they're out of grain to continue growth?

[Edit] Source is in game observation, v0.86.

This post has gotten pretty long, so I am going to focus solely on food for now.

Grain provides food to feed your people.  How much food is a function of your technology, I'll give some more details in a minute.  Each person in your city consumes one food to survive, so if you want to achieve a L2 city you need at least 50 food, and 900 food for a L5 city.  To get a bigger city you need more food to increase your base multiplier, and then you leverage that with more technology.  IMPORTANT!!!  There is also a Water/Air spell called Gentle Rain, which increases the food generation of your city by 20%.  If you want L5 cities it can be EXTREMELY BENEFICIAL to have either your Sovereign or some other hero able to cast this, and I actively work for it in every single game where huge city size is a goal.

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Generic Food Multipliers:

Base (+25).

Civics (+10/+20):  Watermill +10 (Kingdom only), Docks +10.  Note you need a river for these, so when trying for a huge Metropolis build next to a river.

Restoration (+10):  Just for researching you get +10, this also unlocks the ability to build Orchards (+1 Food) and Apiaries (+1 Food / +1 Gildar).

Agriculture (+30):  Just for researching you get +10, this also unlocks the ability to build Farms (+1 Food) and Granaries (+20 Food).

Cooperation (+20):  Just for researching you get +10, this also unlocks the ability to build a Brewery.  Once you have a Brewery you can then build Pubs in all of your cities (+10 Food).

Animal Husbandry (+10/+20):  Just for researching you get +10, this also unlocks the ability to build Pastures (+1 Food).  if you're en Empire player you also get the Skath Pit for +10.

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One-Off or Specialty Food Multipliers:

Construction (+25%):  This one is special.  Researching Construction allows one (1) faction game-wide to build the wondrous Great Mill which provides +25% food and production bonuses.  If you are working on a Metropolis I highly suggest you pursue this aggressively as it will greatly augment your production and maximum city size.

Economics (-X):  This one actually costs you food, 1 per material, but also generates money.  Always worth building, but keep in mind it will cost you 4-5-6 food from your city.

Refined Agriculture (+5):  The cost to research this one is extremely steep.  In fact it is so steep I have  never have researched it.  IMO it needs a balancing pass, perhaps if it gave +10% Food instead of a +5 value.

Garden (+10):  This is a L2 city choice.  In my metropolis I prefer the +Accuracy bonuses from the Training facility.  In other towns which could grow to be a good size it's a tough call between more Training, Merchants, the Garden, or the Sage thing I forget the name.

Bakery (+10):  This is a L3 city choice that gives you +10 Food and +1 Grain, but -1 Materials.  Good for growing a city to large size but rough on the production capability.  Good in non-militaristic cities which you are growing for research / gildar generation.

Gentle Rain (+20%):  Strategic spell that requires Air/Water at L2.  Awesome spell for growing your cities to immense size.

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OK so what does this all add up to?  If you build all of the generic improvements above you have a total bonus of +115.  This means to hit a L5 City with 900 population you will need 8 Grain, which can be very hard to come by.  If you can cast Gentle Rain then your bonus rises to +138, and you only need 7 Grain achieve a L5 city.  If you are able to get all of the base mods plus the Great Mill and Gentle Rain then you can hit L5 with only six grain.  If you're shooting for this though, push VERY HARD for the Mill, don't let someone else beat you to it.  

If your goal is a L4 city with 450 pop (not a spiffy as a L5, but still good) then you'll need four grain to pull it off.  Since a 4/3 site to build on is pretty easy to come by, those are great for non-Metropolis sites and can grow to L4.

Now finding a buildable tile within reach of a river that has seven or more grain is basically impossible.  I'm not saying it can't be done but your Control-N buttons might be worn out by the time you achieve this.  So how do you get more food?  Outposts.  Build outposts near grain resources and make sure they tie back into your Metropolis site.  

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Synopsis:

There are many different things you can do to increase your maximum population and thus the potential city size.  Try to build near rivers when you can (Docks) and create outposts to feed more grain back into your cities.  You will need at least six grain to reach L5, and four grain for L4.

This post took quite a while to write, if you like it then say so

- Manii Names

 

 

 

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March 5, 2012 8:40:34 AM from Elemental Forums Elemental Forums

Quoting DGB246,
OK with regard to blunt and cutting weapons some armour provides extra defence against one or the other (the armour will say something like +4 cutting defence) - its to reflect things like a hammer being much more effective than a sword against something like a gargoyle etc

So it's like cold damage vs cold protection, fire damage vs fire protection etc? Do anyone know which armor protects against which weapons?

I also have my own question:

Can you zoom in and out of a map using a laptop touchpad? I know 1,2,3,4 give different camera views but I've tried things like +/- and page up/page down to zoom in and out but they dont seem to work

Try sliding your finger up and down on the right or left side of the touchpad.

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March 5, 2012 9:04:19 AM from Elemental Forums Elemental Forums

Q: What are outposts good for? Can't I just build another city?

A: Cities can only be build on tiles with grain, outposts can be built anywhere.

Also, you might not want to build a city everywhere. Every extra city splits your faction prestige, which allows cities to grow faster. If you build a lot of cities, they will grow very slow.

 

Q: What is the difference between blunt and cutting damage?

A: (answer needed)

 

As others have alluded to, cutting, blunt and pierce damage are completely different types of attack. A weapon usually has only one type of physical damage, and may have additional magical damage such as fire or poison. What type of physical damage is relevant when attacking enemies with different types of defense. Plate armor, for example, is particularly good at defending against blunt attacks. Chainmail is better against cutting damage, and leather it not good against anything in particular. Note that an armor item may say "+20 defense" and "+5 blunt defense". This means that the item has 25 Blunt defense in total, and 20 cutting and piercing defense.

 

 

 

Q: How can I tell when my city's/cities' Zone of Control (ZoC) will expand based on the prestige I have? What sorts of things increase (or decrease) prestige? Is the only function of prestige to increase my ZoC so I can see things better and have access to building resources?

Prestige is not directly related to your ZoC size. Prestige helps grow your cities by adding growth to them which makes them grow faster. Then, as your cities increase in level, they will spread more ZoC up until city level 3 (after that, there are no more ZoC gains from city level). The ZoC is updated the turn AFTER the city gains a level.

 

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March 5, 2012 9:07:41 AM from Elemental Forums Elemental Forums

Chain armour gives cutting defence and plate armour gives blunt defence and leather armour gets no extra bonuses. I think some of the monsters might get extra defences against some weapons too (that information might be in the infopedia)

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March 5, 2012 9:22:30 AM from Elemental Forums Elemental Forums

Q: Could someone please explain growth, grain, and city leveling? How do you check/estimate when a city will grow again and/or when they're out of grain to continue growth?

[Edit] Source is in game observation, v0.86.

OK I have the monster post above talking about grain and food.  This one addresses city leveling.

First off you can highlight your city's population bar and it will tell you how much population you have right now, and how far you have to go to the next level.  You can also see the indicated growth level, so in this example we can take (256 more needed / +3 per turn) and calculate that we have 86 turns to go.

However!  You are also limited by your food generation, which can be seen in this window.  To access it click on the big round city picture in my graphic above.  In the window which pops up there will be some values for food in the upper right area.  As we can see from my output graphic I only have 56 more food available.  So I need 256 to get to L5, but am going to stall out before I get there since I can only grow another 56 people.  So what to do what to do?  See my post earlier in this thread talking about food generation!

 

- Manii Names

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March 5, 2012 9:37:01 AM from Elemental Forums Elemental Forums

Q: Are there any hotkeys?

[Edit] Source is in game observation, v0.86.  Most of these hotkeys are common to WoM or other Stardock games.

"Control+N" will start a new game with your preset choices (Sovereign, faction, difficulty etc).  Note doing this a bunch of times in a row will crash FE.    I suggest that once you find a starting spot you like that you save the game as "Starting" or some such, then exit out completely and relaunch FE with your saved game.  

"PrintScreen" saves screenshots in <My Documents>\My Games\FallenEnchantress\ScreenShots.  It is also stored temporarily in memory, so if you're making edits in Paint to post here on the forums you can just switch to Paint and paste it in for immediate use.  I do this a lot BTW, quite a few of my posts have graphics in them that I made in this manner to help illustrate one point or another.

Pressing "Tab" on the strategic map will select the next unit which still have movement points remaining.

Pressing "Enter" ends your turn.

Pressing "Space" will end the turn of a unit in the tactical map.

Pressing "Space" on the strategic map will end the turn of the currently selected unit, setting it's movement to zero and removing it from the 'Tab' queue.  However if said unit is currently on a long journey pressing "Space" in this manner will cause it to not move at all this turn.

"1" through "4" are shortcuts for various views.  "1" is the skewed view you start the game with. "4" is zoomed out all the way with the cloth map.

"Control+S" quick-saves the game.  I have had extremely bad luck with reloading these games however.  Use at your own risk.

When a city is selected, "B" brings up build side bar.  "T" brings up unit training side bar.  "Escape" will close these side bars.  You can hit "B" or "T" to switch back and forth between them.  Hitting "D" will pop up the city details window (which the escape key won't close).

When an individual hero is selected, "E" brings up equip window.  "T" brings up trade window if another hero is close by.

- Manii Names

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March 5, 2012 10:00:42 AM from Elemental Forums Elemental Forums

Quoting Manii Names,

Q: When founding a city, does the grain/material values on the surrounding tiles matter?

No, it has no impact whatsoever.  Pick the spot with the best values.  Don't worry overmuch about nearby special terrain items (shards, gold etc) as you can capture those through outposts, instead concentrate on getting the absolute best values you can for food and materials.  

I have seen starting locations with a 6/2 or 6/3 value.  I have also seen (once) a 3/5.  Personally I try to shoot for a 5/3 when I can.  Keep in mind you will need a minimum of seven grain (get some through nearby outposts!) to achieve a L5 city.

- Manii Names

 

Holy cow! I did NOT know that. I was still operating in CIV mode when placing cities.

 

Also, is there a way to the the tile values other than hovering over the settle button on a Pioneer?

 

 

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March 5, 2012 10:17:13 AM from Elemental Forums Elemental Forums

Quoting kapeman,
Also, is there a way to the the tile values other than hovering over the settle button on a Pioneer?

[Edit] Source is in game observation, v0.86.

In the upper right hand corner is a button, press it to have the yields displayed.  Note that when you load a saved game it will become unselected and you have to press it again.

- Manii Names

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March 5, 2012 11:59:17 AM from Elemental Forums Elemental Forums

Quoting Manii Names,

Quoting kapeman, reply 11Also, is there a way to the the tile values other than hovering over the settle button on a Pioneer?

In the upper right hand corner is a button, press it to have the yields displayed.  Note that when you load a saved game it will become unselected and you have to press it again.



- Manii Names

 

Thanks!

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March 5, 2012 2:01:12 PM from Elemental Forums Elemental Forums

THANK YOU for this thread!

 

Through playing I was getting close to figuring out the food/growth dynamic - now its clear.

 

What about iron? In WOM its pretty cut & dried, in FE not so much. Here's the questions I'd contribute:

 

Which resources are global and which are specific to a given city

What is the importance of iron ore? How does it impact gameplay?

 

 

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March 5, 2012 2:21:10 PM from Elemental Forums Elemental Forums

This is more of a UI question, but is there a way to view the grain/material values of map tiles without having a pioneer nearby?

 

Right now the only way I know of to see this is by mousing over the 'settle' button, and it's quite annoying to try to do it this way when my only pioneers are across the map from the location I'm trying to view.  I have a feeling I'm missing some very easy way to do this.


EDIT:  Er... nevermind.  Teach me to do better than skim the thread before posting my question.  Glad I wasn't the only one with this issue though!

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March 5, 2012 2:22:31 PM from Elemental Forums Elemental Forums

Quoting danielbauman,
This is more of a UI question, but is there a way to view the grain/material values of map tiles without having a pioneer nearby?

 

Right now the only way I know of to see this is by mousing over the 'settle' button, and it's quite annoying to try to do it this way when my only pioneers are across the map from the location I'm trying to view.  I have a feeling I'm missing some very easy way to do this.

 

Read the thread please. Reply twelve answers this. 

 

Edit: Lol, you found it quickly. 

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March 5, 2012 2:24:39 PM from Elemental Forums Elemental Forums

[Edit] Source is in game observation, v0.86.

Quoting toadfly,
Which resources are global and which are specific to a given city?

The only resources which are truly local and can only be consumed locally are the grain resources.  All of the others - Iron, Shards, Horses, Wargs, Crystal - go into a global pool and can be used by any city.

[Edit] Note that there is a Temple of Essence improvement which only becomes unlocked when you have a shard directly attached to your city.  You have to research it too BTW, it's part of Arcane Mastery in the Magic tree.

Quoting toadfly,
What is the importance of iron ore? How does it impact gameplay?

Iron ore is used to make metal weapons and armour.  For example you need one iron to equip a figure with a Boar Spear.  If your unit (such as my current Spiky Armadillos) has five figures then you'll need five iron to train that unit.  Metal armour also uses metal, and there are city improvements and racial traits which decrease the amount of metal used.

Tech up to Weaponry or Armour in the Warfare tree then go design some units with metal weapons and armour to experiment a little.

Note - You didn't ask, but crystal is used to make MAGICAL weapons and armour, i.e. those found in the Magic tree.

Bonus note - don't go building iron mines willy-nilly.  They each cost you one gildar per turn so make sure your economy can afford it.  That being said, when you really start building massive troop counts you need a ton of metal so don't wait too long to get those iron mines going.

- Manii Names

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March 5, 2012 3:03:28 PM from Elemental Forums Elemental Forums

How about

 

Q. What is accuracy good for? Is it just archers?

 

Q. What is intelligence good for? Does it have an affect on spell casters?

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March 5, 2012 3:19:05 PM from Elemental Forums Elemental Forums


Also kind of a key question I struggled with in my first play through...

Q. How do you build a second city?

A. You have to build a pioneer and find a spot that supports cities again; best way of doing that is activate the show yields button. Know that cities have to be at least 6 tiles apart from each other and that locations that allow for cities are really hard to find later in the game so expand early. The pioneer has two buttons, settle will build a new city and outpost will expand the influence area of an existing city by a 2 tiles in every direction square around the outpost. There is no limit on how far away an outpost can be from the city.

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March 5, 2012 3:44:05 PM from Elemental Forums Elemental Forums

Quoting Manii Names,
Quoting toadfly, reply 14Which resources are global and which are specific to a given city?

The only resources which are truly local and can only be consumed locally are the grain resources.  All of the others - Iron, Shards, Horses, Wargs, Crystal - go into a global pool and can be used by any city.

This isn't entirely accurate. Resources can be specific to a city if you attach them to that city. The most important aspect of this is shards. Shards -not- attached to cities do not allow the Temple of Essence improvement (+3 mana/turn).

Quoting ChungasRevenge,

Q. What is accuracy good for? Is it just archers?

Accuracy is used on all attacks with an equipped weapon (Including wands). Accuracy increases by 2 points per level up. My best guess at how this is calculated is: Accuracy/Dodge (needs citation) as a percentage, with the maximum hit rating being 95%.

 

Quoting ChungasRevenge,

Q. What is intelligence good for? Does it have an affect on spell casters?

Intelligence affects the chance that a unit will resist your spell. This does not appear to have an effect on direct damage spells and is used purely for determining whether or not your debuffs will land. Given the frequency of resists my best guess is Penetration/(Penetration+resistance) (needs citation).

 

Both of the above two responses are in regard to combat mechanics. A further guess at how defense works against attack is: Physical_Attack*Physical_Attack/(Physical_Attack+Defense). (Citation is needed). Magic damage completely bypasses defense. After these factors are considered the game determines a 'maximum attack' value and rolls a number from 1 to that value. In the case of longbow (with fire&frost rings) against a unit with 40 defense the result would be 10*10/(10+40) = 2 +2 elemental. The value per figure would be 1-4.

'Chink' is a mechanic not yet released and would function any time the combat roll was a 1 with a 50% chance to reduce that damage to zero.

I'm still uncertain on how critical hits work.. my best guess would be that they bypass defense and use a base x2 modifier (increasable by traits).

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March 5, 2012 4:16:11 PM from Elemental Forums Elemental Forums

Quoting CdrRogdan,
Intelligence affects the chance that a unit will resist your spell. This does not appear to have an effect on direct damage spells and is used purely for determining whether or not your debuffs will land. Given the frequency of resists my best guess is Penetration/(Penetration+resistance) (needs citation).

One of the tooltips in the game says that Intelligence increases both spell mastery and spell resistance, which determine (as you say) whether a unit will resist a spell, but also increases the unit's gain in experience.  In other words, a unit with high intelligence will level up faster. 

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March 5, 2012 4:53:35 PM from Elemental Forums Elemental Forums



Q: Combat mechanics. How do they work? Which values are compared against one another? How are rolls are generated from stats and compared against one another to get hits, misses, clinks and the like?

A: (Answer needed)

This is to the best of my knowledge.

When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, which means it lands if it's the attacker, or "dodge" if it's the defender. A unit with multiple units roll several times, once for each member. So a unit with 7 members may hit 3 swings in one attack, and 4 would then be dodged. This is not displayed, it simply shows the damage from those 3 hits.

For ranged attacks, accuracy is rolled against "Dodge against ranged" instead. It is also possible that Dodge against ranged is added to the Dodge stat when trying to dodge ranged attacks, I do not know this.

When casting a spell that can be resisted (note: many can't), then the attacker uses Spell Mastery and the defender uses Spell Resist. The same roll is performed as when trying to hit with accuracy vs dodge.

As for how much an attack hits for, the following formulas are used:
Max Damage = Attack * (Attack / (Attack + Defense))
Min Damage = Max Damage / 2
A number is rolled between the minimum and the maximum damage. Therefore, the average damage is just in between minimum and maximum damage as far as I know. Again, just like accuracy and dodge, each member in a unit will roll their own damage. So a unit with 2 members that hit twice will not deal double damage, they will simply perform two attacks that deal normal damage.

There are also resistances in the game. For example, you can have 25% fire resistance. This resistance value is removed from the final damage, after all other things have been taken into consideration. It is possible to have 100% resistance, in which case the unit becomes immune to that damage.

If you are running an un-modded game, in beta 0.86, physical attacks (cutting, pierce, blunt) only have defense values from armor. Magical attacks (fire, cold, lightning, poison) only have resistances.

For crits to happen, the game looks at your accuracy vs dodge roll. If your accuracy hit was 10 or more above the dodge roll (above the "threshold"), you may crit. Then, the game checks your crit chance. That is a straight up percentage number. Ie, if you have 20 crit and your accuracy roll was 10 or more above the dodge, you have 20% chance to crit that particular attack. Also, you will notice that trained units can never crit. I believe that spells cannot crit, but ranged attacks and melee attacks can. Note that this kind of threshold mechanic means that accuracy increases your opportunity to crit, and a monster with high dodge will be doubly difficult to crit on, even if you manage to hit it. There is also a few items and traits that make it so that the unit cannot be critted.

 

 

 The italic parts are things I'm not sure about.

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March 5, 2012 5:01:53 PM from Elemental Forums Elemental Forums


Q: Are monsters more, less or equally likely to attack your city if their lair is taken over by the ZoC?

A: (answer needed)

 

I do not believe that this is the case. Frogboy has alluded to them being fairly intelligent when it comes to deciding to attack or not. They will never simply wander into your city and start a fight. So, monsters only attack or move against you when they think they have a chance to win. I believe that what you are seeing is that the defenders of a goodiehut are often STRONGER than the units a monster lair spawns over time. Therefore, they will act more aggressively. In other words, a bandit and a dog may avoid you as best they can, but a bandit and an archer may head right for your city to sack it.

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March 5, 2012 5:55:35 PM from Elemental Forums Elemental Forums

Quoting Heavenfall,


When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, which means it lands if it's the attacker, or "dodge" if it's the defender. A unit with multiple units roll several times, once for each member. So a unit with 7 members may hit 3 swings in one attack, and 4 would then be dodged. This is not displayed, it simply shows the damage from those 3 hits.
 

I have serious doubts about the accuracy of this statement. If dodge was rolled against accuracy hit ratings at level 1 would not be 80-90%. Could you cite your sources?

In fact all this post (the original one) will serve to do is mislead people if the sources of information are not provided, and end up being cited as the defacto rules for  the game.

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March 5, 2012 7:26:38 PM from Elemental Forums Elemental Forums

I went back and put in my sources.  For all of my posts it's in-game observation for v0.86.

 

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