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 6, 2012 3:29:24 PM from Elemental Forums Elemental Forums

Quoting Manii Names,

Quoting kapeman, reply 45Although, shouldn't Stardock be documenting how the game works and how to play it. That would be definitive.

I expect they will, when the game is finalized.  Based on Brad's comments about Beta 3 and Beta 4 I don't expect that to be for another 6 months or so.  In the meantime we'll make do with threads like this.

 

 

I'll take it!

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March 6, 2012 3:35:38 PM from Elemental Forums Elemental Forums

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.


Certain unlock buildings increase idle produciton, such as:

tax office:

The Tax Office produces +20% Gildar when the city isn't constructing improvements or training units.


I thought there was another but I cannot find it right now

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March 6, 2012 3:40:14 PM from Elemental Forums Elemental Forums

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

 

The tool tip in the game states:

Increases experience earned, ability to resist spells, and lowers the chance its spells will be resisted (paraphrased)

 

INT of 35 gives

70% bonus to experience

17.5 spell mastery

17.5 spell resistance

 

all available via tool tips on the character screen

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March 6, 2012 4:02:55 PM from Elemental Forums Elemental Forums

Quoting kapeman,

Quoting Manii Names, reply 46
Quoting kapeman, reply 45Although, shouldn't Stardock be documenting how the game works and how to play it. That would be definitive.

I expect they will, when the game is finalized.  Based on Brad's comments about Beta 3 and Beta 4 I don't expect that to be for another 6 months or so.  In the meantime we'll make do with threads like this.

 

 

I'll take it!

 

The other building providing bonus, when city is idle, is the Archivist, which gives 20% to the city's research.

Tax office provides 50% gildar production in the city.

 

Tax office and Archivist are both City Level 3 e.g. you can only choose one of them.

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March 6, 2012 4:34:58 PM from Elemental Forums Elemental Forums

Archivists increase the research a city provides by 10% when the city's production queue is empty.

and

The Tax Office produces +20% Gildar when the city isn't constructing improvements or training units.

 

Is what is exactly in the xml...

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March 6, 2012 5:06:35 PM from Elemental Forums Elemental Forums

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: From reading CoreAbilites.xml and from experience the improvements are specific to the city level.


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

A: As a raw material, just like iron for mundane weapons/armor.


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

partial Answer: By color you know their nation.

Once you see them, you can talk to them - actually their leader, and you likely know which side he/she is on.

 


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?

partial Answer: During combat, the sidebar on the left shows who is currently active, who goes next, who goes after that, and so on. Unfortunately, hovering over an icon there doesn't highlight the unit on the battlefield (and vice versa), which means you can't distinguish your five groups of spearmen.

So you can see the result, bot not how it is calculated.



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?

not really an Answer: Power level: No idea. I don' hink theres a direct infuence on auto-combat.

I believe even "blind" auto-combat (either from the dialog, or with the "Auto resolve" button on the tactical screen (right) will simulate the combat like "auto-play" (left), just without displaying it.

 

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

A: Diplomacy is mostly missing in .86 (see the announcements for the next beta), so being stronger than them is likely your best bet. No need to crush them, the ability is enough (see Frogboy's post where he shows relations before and after losing his drake).

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March 6, 2012 5:58:04 PM from Elemental Forums Elemental Forums

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

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.

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March 6, 2012 6:00:02 PM from Elemental Forums Elemental Forums

[0.86] Regarding food and city levels I have made some calculations based on  Manii Names contributions and from the game files. Of course this will probably be obsolete, when a new beta comes out.

Food improvements (+60 food, 25%)
Bakery (+10 food, +1 grain, CLU3)
Dock (+5 food, 10% gildar, River)
Garden (+10 food, CLU2)
Granary (+20 food)
Pub (+5 food, 0.5 growth)
Skath Pit (+10 food, Empire)
Watermill (+10 food, +2 production, River, Kingdom)
Great Mill (+25% food, +1 prestige, Wonder)

Food research (+45 food)
Restoration (+10 food)
Agriculture (+10 food)
Cooperation (+10 food)
Animal Husbandry (+10 food)
Refined Agriculture (+5 food)

Food resources
Fruit groves (+1 grain)
Wild grain (+1 grain)
Wild game (+1 grain)
Twilight Bees (+1 grain, +1 gildar)

Food total excl. resources excl. Great Mill and resources
+25 (base) +60 (improvements) +45 (research) = 130 food +25% = 162,5 food

Grain     Food max (no Great Mill)    CL max    
4              520                               4
5              650                               4
6              780                               4
7              910                               5

Scenaries
City with 4 initial grain, no food resources (wild grain, orchards etc.)
Bakery, Garden, Granary, Pub = +45, +1 grain
Restoration, Agriculture, Animal Husbandry = +40
Food: (+25 +45 + 40) x (4+1) = 550 food => CL max 4

City with 5 initial grain
Bakery, Garden, Granary, Pub = +45, +1 grain
Restoration, Agriculture, Animal Husbandry = +40
Food: (+25 +45 + 40) x (5+1) = 660 food => CL max 4

City with 6 initial grain
Bakery, Garden, Granary, Pub = +45, +1 grain
Restoration, Agriculture, Animal Husbandry = +40
Food: (+25 +45 + 40) x (5+1) = 770 food => CL max 4

Conclusion: You need at least 7 grains in order to reach a CL 5, if you have the minimum number of improvements (no dock, watermill, Great mill). To get 7 grain you will need food resources.

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March 6, 2012 6:02:27 PM from Elemental Forums Elemental Forums

[0.86] If you have managed to get a level 5 city you can see below, what you can get. Again this might be obsolete with a new beta.

City Level Up buildings

Note that at city level 2 and 3 there are only 5 buildings e.g. you will always get to choose among these buildings at city level 2 and 3.

Level 2 (50 food)
1.    Merchant
Merchants produce +2 Gildar per Season

2.    Gallows
Gallows are infrequently used, but the presence of one helps remind your citizens of their civic duty and reduces Unrest by 10%

3.    Garden
Gardens provide food for your people increasing the amount of Food by 10 per Grain

4.    Mason
A Mason increases your city's Production by 10% when constructing improvements

5.    Training Yard
Training yard provides all units trained in this city with +5 to Accuracy

Level 3 (200 food)
1.    Almshouse
An Almshouse increases your Faction Prestige by 1, and they produce 1 Diplomatic Capital per season

2.    Archivist
Archivists increase the research a city provides by 20% when the city's production queue is empty

3.    Bakery
Bakeries provide +10 Food per Grain and give your city an additional Grain at the cost of one of your Materials

4.    Bell Tower
Bell Towers provide additional militia for the city's defense and increase the cities Influence by 1

5.    Tax Office
The Tax Office increases the Gildar produced by a city by 50% when the Production Queue is empty

Level 4 (400 food)
1.    Apothecary
Apothecary's provide 3 Research per Material and produce healing and growth potions your champions can purchase

2.    Infirmary
Infirmaries provide +0.5 Growth and heal 10 Hit Points per season to units that are stationed in the city

3.    Bank
Banks increase the Gildar produced by your city by 25%

4.    Mining Guild
The Mining Guild provides +1 metal per Season

5.    Oracle ( U )
An Oracle is a powerful source of forbidden knowledge, providing +10% Research and 1 Mana per season

6.    Prison
Prisons reduce Unrest in all your cities by 10% but decrease the Growth of this city by 1

7.    Scroll Scribe ( U )
Scroll Scribes increase Research by 10% and make scrolls available for your champions to purchase

8.    Slums
Slums decrease the city's maintenance cost by 50%

9.    Tower of Magi ( R )
The Tower of the Magi increases the spell resistence of all units produced in this city by 3 and protects the city from the spells of enemy casters

Level 5 (800 food)
1.    Amethyst Vault ( U )
Amethyst Vault's provide +1 Crystal per season

2.    Ereog’s Tower ( R )
+1 Air power and no maintenance on enchantments on the city

3.    Great Arena ( R )
The Great Arena increases your growth by 25%. All units trained this city will be +3 to Strength and +3 to Constitution

4.    Hedigah Bathhouse ( R )
The bathhouse reduces the city's Unrest by 30% and increases the power of your Water spells

5.    Hosten’s Library (U )
Hosten's Library increases the Research produced by the settlement by 100%

6.    Mint of Ruvenna ( U )
The Mint of Ruvenna produces 10 Gildar per Material in the city

7.    Onyx Throne ( U )
The Onyx Throne reduces Unrest in all your cities by 20%

8.    Palace
The Palace increases the Influence of the settlement it's built in, provides two free city defenders and reduces the cities Unrest by 10%

9.    Pyre of Anniellum ( R )
A legendary wonder of a past age, the Pyre of Anniellum produces 3 Mana per season and strengthens your Fire spells

10.    Tenfell University
Tenfell University keeps the cities Unrest from effecting Research

11.    Underforge ( R )
+1 Earth power, -50% to Armor production times

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March 6, 2012 6:51:09 PM from Elemental Forums Elemental Forums

Many of those descriptions are incorrect. They must not have changed them when they changed the game modifiers.

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March 6, 2012 7:20:49 PM from Elemental Forums Elemental Forums

Disclaimer:  the contents of this message may cause disease, and/or self-immolation.  Read at your own risk.  Information is current as of v0.86.

Quoting Publius of NV,
Conclusion: You need at least 7 grains in order to reach a CL 5, if you have the minimum number of improvements (no dock, watermill, Great mill). To get 7 grain you will need food resources.

This is why I stressed how wonderful Gentle Rain (Air/Water II, +20% Food) is.  You can pull off a L5 city with only six food and no bakery.  This isn't too hard to accomplish since you can find a 5/3 spot next to some grain or whatever without too much trouble, then snake to a river.  If you don't have a river then you forgo the Garden and buy a Bakery instead.  GENTLE RAIN FTW!!!

Either Faction with River:  (((+115 Food from researchable improvements) + (10 Food from the Garden)) x 1.20 from Gentle Rain) x 6 Food) = 900. 

Kingdom, no River:  (((+95 Food from researchable improvements) + (10 Food from the Garden) + (10 Food from the Bakery)) x 1.20 from Gentle Rain) x (6 Food +1 from Bakery) = 966.  This combo requires both a Garden and a Bakery to make it.

Empire, no River:  (((+105 Food from researchable improvements) + (10 Food from the Bakery)) x 1.20 from Gentle Rain) x (6 Food +1 from Bakery) = 966.  The Empire is less dependent on rivers and so can skip the Garden.  The Bakery is still required however.

Quoting thimon2k,
11.    Underforge ( R )
+1 Earth power, -50% to Armor production times

Interesting note on this:  if you also build the normal -50% cost armour improvement they stack to -100% production cost from armour.  Since unit maintenance is 10% of production cost this dual stack allows you to build fearsomely armoured units that are cheap to maintain.  I know it works since I've done it

 

 

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March 6, 2012 9:30:35 PM from Elemental Forums Elemental Forums

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I believe that spells cannot crit, but ranged attacks and melee attacks can.

Spells CAN crit, but as far as I know (disclaimer!!!) it only works through debuffing the monster with Graveseal first.  Graveseal is a specialty spell that only the Wraiths get, unless you design a custom faction and choose the Death Magic trait.  What Graveseal does is debuff the monster so that EVERY HIT, be it physical or magical, will automatically be a critical hit.  This can completely trivialize even very tough encounters if your target is not immune to magic (making landing Graveseal impossible).  

Some spells still don't crit, notably Drain Life due to the fact that it doesn't do damage, instead the target loses life.  Still, if you want to see ridiculous amounts of damage dropping a Drake in one turn with just some low grade units and a burning hands or two then give Graveseal a try.  

In previous (as in NOT 0.86) editions when you would run with multiple heroes you could do disgusting things like have one hero casting Graveseal on stuff while the other hero was prepping a gigantic AoE.  You haven't seen damage until you see the Dirge of Ceresa damage over time poison spell auto-hitting and critting for 75+ damage a turn on four different targets.

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March 6, 2012 10:35:06 PM from Elemental Forums Elemental Forums


My question:

I have read through the thread and saw mention of the Bless City spell... I just researched it in my game but I don't see it in my spellbook.  I am a level 3 life, level 1 fire mage.  What do I need for this spell?!?!?  I am getting spammed with curse city and antipathy spells on my cities and it is really annoying to research a potential counterspell and not be able to use it! Thx for the thread and the help!

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March 7, 2012 6:16:51 AM from Elemental Forums Elemental Forums


Can you dispel spells e.g. enchantments on champions/cities. For example the AI often cast Curse city, Antipathy on cities.

Or do you need to cast the "counter"-spell like Bless city.

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March 7, 2012 8:30:38 AM from Elemental Forums Elemental Forums

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Quoting thimon2k,

Can you dispel spells e.g. enchantments on champions/cities. For example the AI often cast Curse city, Antipathy on cities.

Or do you need to cast the "counter"-spell like Bless city.

Right now, no.  Your only current option is to kill them.

- Manii Names

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March 7, 2012 9:34:18 AM from Elemental Forums Elemental Forums

Q: When you build on a mine inside an outpost, does it cost anything? I cannot see any cost, and I think there should be.

 

 

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March 7, 2012 9:35:25 AM from Elemental Forums Elemental Forums

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

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March 7, 2012 9:36:11 AM from Elemental Forums Elemental Forums

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

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March 7, 2012 10:01:47 AM from Elemental Forums Elemental Forums

Disclaimer:  the contents of this message may cause disease, and/or self-immolation.  Read at your own risk.  Information is current as of v0.86.

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

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.

 

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

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.

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March 7, 2012 11:23:24 AM from Elemental Forums Elemental Forums

In your city growth section, you talk about grain and it's effect on population capacity, but you don't talk about what actually makes your cities grow.  Generally speaking, the thing that makes your cities grow is prestige.  Prestige gets divided by the number of cities you have so the more cities you have the slower they all grow.  Of course, there are some buildings that help modify the growth rate.

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March 7, 2012 12:03:40 PM from Elemental Forums Elemental Forums

The confusing thing is that in the xml it is described as Faction Prestige and Prestige. The GUI calls it Prestige and City Growth. Since I am mostly looking at game modifiers in the xml, I use those terms. It confuses people though. 

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March 7, 2012 12:05:43 PM from Elemental Forums Elemental Forums

Quoting thimon2k,

Quoting kapeman, reply 51
Quoting Manii Names, reply 46
Quoting kapeman, reply 45Although, shouldn't Stardock be documenting how the game works and how to play it. That would be definitive.

I expect they will, when the game is finalized.  Based on Brad's comments about Beta 3 and Beta 4 I don't expect that to be for another 6 months or so.  In the meantime we'll make do with threads like this.

 

 

I'll take it!

 

The other building providing bonus, when city is idle, is the Archivist, which gives 20% to the city's research.

Tax office provides 50% gildar production in the city.

 

Tax office and Archivist are both City Level 3 e.g. you can only choose one of them.

 

The problem is remembering which city you gave what bonus building. Short of renaming a city to Archivist-ville or Study City, I don't know of a way to document that type of thing, in-game.

 

Oh, and one more thing.

 

The stack box needs some work. It is not immediately obvious that you can't stack nine units without some perk or tech that I have yet to discover.

 

What is the deal with that?

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March 8, 2012 7:04:11 PM from Elemental Forums Elemental Forums

Just starting with beta 2.  Can the injuries a champion received after losing battle be removed?

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March 8, 2012 7:16:09 PM from Elemental Forums Elemental Forums

Quoting JavaCodeToad,
Can the injuries a champion received after losing battle be removed?

Currently, they can be removed by using a potion that is sometimes available as a quest reward.  There are suggestions elsewhere in the forum on other means that might be used, but we'll have to wait to see if any of those get implemented.

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March 8, 2012 8:48:04 PM from Elemental Forums Elemental Forums


So to make clear... the curse/antipathy city spells are in, but the counter-spells aren't?  The frustrating thing is I don't even know who cast the spells on my city!!  Ugh!

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