* I have very little idea what trading for tech points really does.
Looked in help couldn't find any hint in there either. Sometimes it appears to do absolutely nothing. Sometimes it appears to get applied to some research goals, but I no idea how it decides which particular techs to apply it to other than mil, magic, civ ect. there seems to be absolutely zero predictability.
* Spell Mastery, what does it do?
I get the sense that it affect the success rate of casting resistible spells like slow, but that doesn't seem to carry over to direct damage spells… does it have any effect on them? If so I have no idea what. It also doesn't seem to carry over for summon or unit buff spells either… if I’m not a water or death mage do I really care about spell power? Also chaos doesn’t seem to be resistible does it matter for that spell?
* Dodge, How does it work?
so if I have 10 dodge does that mean I always have a 10% of being missed? OR
is the dodge number subtracted from their accuracy so that if that have 110% accuracy they will still always hit?
<edit: I looked at the description again which makes me lean towards option 2 here, but still not sure>
* Inititive, how does it translates into turns?
I know higher initiative == turns more quickly and thus more turns, but the formula is hazy, how am I supposed to decide if +1 initiative == more damage than +2 damage? Diablo, WOW, and dungeon crawlers typically take the guess work out of this by providing a dps (damage per second) calc built in. If you had some sort of equivalent then I wouldn't need the formula as much (would still probably need it for complex calcs which involve magic on some of the turns e.g. if I only need one of the spells to win with acceptable damage. is hast more damage per mana point efficient than growth? The AI could probably also benefit from these calcs...
<added in an edit>
* What wakes sleeping monsters?
I’ve seen the computer build settlements right next to a strong monster set and have it just sit there, while strong monster sets have just decided to roam bc my border is next to them. (I understand from other threads that the comp may cheat (unofficially explained by an alliance with monsters), but that was confusing when I was learning the game, especially when I take a city and it is immediatly destroyed by the sleeping monster which wakes bc it is now my city and not the computer's.)
- also some monsters will be woken up, if you end your turn next to them, I can tell you how frustrating it is to have your army stack get slaughtered bc the comp decided to use a stupid path and end their turn next to a dormant deadly stack.
- along those lines, I’m not sure but it seems like my caravans/roads wake sleeping monsters too.
- the ability to not waking sleeping monsters is a huge requirement for success (and apparently AI) in the current version of the game so it would be nice for its UI and doc side to see some love. It would be nice if you could see %chance to wake sleeping monster/wake per turn(however it works) by hovering over them and a warning: do you really want to build this city/outpost/zocBuilding here… when you are building next to something that could kill the settlement/outpost (which is most everything)
- it would also be nice if the computer didn't completely flaunt this in your face by building cities directly next to deadly stacks which will destroy your city the instant you take it.
* Which difficulty represents the AI playing its best, but not cheating?
* How does xp work?
If 2 ppl are in my party and I kill a 100xp monster who gets the xp:
- do they both get 100xp (multiply model)
- is it split evenly so that they each get 50xp
- does the unit delivering the killing blow get the xp (not a fan of this option, as it encourages too much micro, which I assure you the AI won't even do right)
- is the xp distributed proportionally to a unit's 'contribution' to the fight?
Why do I care?
The even/proportional distribution model encourages hero soloing, where-as the multiply model encourages stacks of doom.
Since hero leveling seems to be a huge component of military strength which way I choose matters for how effectively I or the AI for that matter plays the game.
* How do I read stats on Armor/weapons?
(ok I’ve since figured out how to reverse understand these by equipping them and hovering over the attack or defense to get the very helpful pop-up, but it is mostly a matter of memorization to figure this out before equipping them.)
From the original post:
damage 9, 9 cutting is that:
18 damage 9 of which is typed cutting the other 9 of which is untyped brute damage? OR
is it 9 damage all of which is cutting?
In general I think it is 9 damage all of which is cutting, but then on defense it seems the reverse is true… 2 defense 2 blunt seems to mean 4 defense 2 of which only applies to cutting typed damage… talk about confusing
- It would be far more clear to be consistent across weapons and armor and list the item descriptions like the hover text.
* When I get a notification that one of my structures got destroyed, How do I figure out which one it was that got destroyed?
(ok maybe not technically a game concept, but this dirves me crazy, once I'm even mid-sized it is hard to figure out)
Background: this is broken out of a super long post I did on my 1st impressions of the game, more will come to your delight or horror