Gyb Gyb

Granddaughter with 15 base move!

Granddaughter with 15 base move!

I spent a marathon session this weekend on a large map and 500+ turns which let me really dig into the dynasty system. Had some surprising results:

Started with default Ceresa (Royalty, Daring) and married Batrue (Adventurer, Heath Regen)

First four children, two daughters two sons, the girls list Ceresa’s abilities and the boys list Batrue’s abilities, no surprises so far.

However it soon becomes clear that three of them had some form of the Vengeance ability, as they do ridiculous amounts of damage when counter-attacking. Far more damage than when they would initiate the attack, at least double if not triple. The fourth child however lacked the ability to counter-attack at all – equipped with sword, just stood there and wouldn’t counter-attack. None of this, the Vengeance or the “This unit does not counter-attack,” was listed in their stats.

Their health/mana regen varied, with the lowest at about +3/+3 and the highest about +7/+7. Also they all had around 5-6 base movement.

After marrying Ceresa’s second son to one of Verga’s daughters we get the third generation. The first two kids join Verga but the third, a daughter, has FIFTEEN base movement, the Vengeance ability (unlisted), regenerates +9/+9, and goes on to single-handedly decimate entire stacks all by herself. With a listed attack of about 60 she would counter–attack for over 300. Seriously. Reminded me of Torin the Chosen.

But now this is weird: even though all the descendants had large base moves and reasonable combat speeds, in tactical combat taking just ONE step would end their turn. Even with a combat speed of 6 they could cast three spells, attack 4-5 times, but taking a single step used up their entire turn. Moved normally on the world map, could only move one in tactical.

Weird number two: I had renamed Batrue once I hired him and late in the game I kept running into other Batrues that had a baby as the portrait and had stats that were some mesh of the one married to Ceresa (they had Essence, for example).

So there are clearly some weird things going on in they dynasty system, but still quite fun!

24,682 views 32 replies
Reply #26 Top

Quoting Gyb, reply 22
However when I just loaded it the multiple Batrue's had portraits again. My only speculation is that having started a new game since that last save somehow altered it. Does the dynasty system keep information between games? I don't know, but I swear they had baby pics.
End of Gyb's quote

I had same problem many times after one of children grow up. Once all my dynasty members got bowman on their cards. Other time unit's cards just messed in horrible way. Some unit badges became even empty (just background, w/out any creature on it). However since they all worked as expected in tactical combat, I didn't care much. And yes, it fixes itself after game restart (before getting messed all again).

Reply #27 Top

     I had the 800+ to 1800+ plus mana kids and yes i did have 15 to 20 cities all with temples, but my Sov and the 2 Champions that I had imbued on about turn 5 still had only a little over 200 mana.   Not anything near the 1800 of the 4th child.  Haven't really even considered how all the temples work on base mana, so maybe just 10 more base mana can do that.  

Reply #28 Top

I think that when calculating how much essence to give the child, the game uses the parent's essence after applying the bonus from the temples, thus allowing for a big base number.

Reply #29 Top

maybe the guys upstairs could put in some sort of game option which would allow us to decide what charactors the children grow up to be...it is reasonable to assume that not all children grow up to be just like mommy or daddy, lol.  maybe they could put a child creater option similar to the sovereign creator at the beginning of the game, only the child creator (if selected) shows up once the child comes of age, allowing one to make good looking children with stats where we want them and with the skills we want for them...i think we can all agree that we just want what's best for our kids in this respect, :grin:  

Reply #30 Top

I've had weird stuff with the kids too.  For some reason when the kids would do battle my sovereign would gain experience even if he was halfway across the world.  Was really strange finishing a fight and my sovereign leveled up and he wasn't even nearby...

 

The kids I've had in my game have all had varying skill and mana but none as high as your stating.  I never send them in for melee though so I don't know how they would do.  I do have issues with the adventurers being so incredibly weak as far as hit points go that I I seldom put them on the front line.  Magic obliterates most units and I've had a spider use an earth spell on my party and kill all the adventurers I had in a group with one shot.  Seemed pretty lame. 

Reply #31 Top

I've experienced some of the same issues since I purchased the game. The best one was a 3d generation kid that had over 2500 mana. I thought it was hysterically funny (btw, that issue seems to have been fixed). I also had a couple of "baby" pics roaming around with the same name as the spouse - no complaints, they apparently "grew up" later and after a savegame reload, were normal. Kind of fun being able to recruit NPCs that were major channelers :grin:

On the subject of dynasties, however: what is the rationale (or how is it determined) for whether a 3d+ gen kid decides to "defect" to the AI faction? It appears that mostly male kids are the, erm, traitors. The girls stay home. This isn't a complaint - it seems to work out on average when the other factions 3d gen males come over to my side. I was just wondering how that is determined, and whether or not there is a tech to prevent/reduce the defections. Thanks.

Reply #32 Top

That is to make you want to marry females off, as you have a chance to get more channellers from them. No way to stop or reduce it.