I'm in agreement with the horse glut issue, it would make the game more interesting if they were rarer, so only an elite minority of an army could be mounted. I'm trying a game with scarce resources, to see if that helps ... but early on I've already come across 2 horse fields. :o\
Jim Winsor
I've decided to quit my current game over this issue. The AI I'm at war with has a couple stacks of one-unit micro armies opposing me. I can either take one unit-army down, one a turn, OR split my army into one-unit micro-armies themselves, which while solving the time problem adds a huge micromanagement and tedium problem to replace it. So, I think to myself, I'll just ignore these micro-armies, and press on, take the next city, right? Well, the mic
Agreed it has to go. A stack of one-unit armies can hold a key choke point this way for as many turns as it has these one-unit armies. It's silly IMO.
Yeah I have a similar Deorcnysse oddities (?) in my current game: 1) I conquered it with a single Scout unit, who slipped past the monster mobs surrounding it in the forest. There was ZERO militia in the city, so it was occupied without a fight; 2) It was a level 14 village. Will it grow to a city of some sort when it hits level 15? I'm not sure, I have not reached that point yet; 3) It has no garrison militia while under my control either (maybe it will grow some
You should raise the casting mana considerably if you go this route. Can that be edited?
Is this a bug or a (boring) feature on an otherwise cool map?
Liberation of cities: If you retake a city that an ally lost, it returns to that ally (not you).
And if it does not work on Juggernauts, is it fair to assume it wont work on Ceresa's city-trained spiders, either?
Does it work on garrison militia/archers? Never tried, but have wondered ...
Yes, fascinating write up, thank you.
The subject line pretty much describes the situation. I as Tarth had finally whittled down Yithril to the point where I could buy an expensive (500g+) peace, then he pulled this stunt. Pretty much kills this game, as my treasury is now bare.
I would eliminate it, and replace it with Governors getting +X exp a turn in a city due to their profession.
I just finished another game using the same strategy. I was Ceresa, 10 players, medium map, Challenging/Challenging. And same result, I won w/o ever gotten in a foreign war. This time I got a Spell victory rather than Diplomatic, in 55 years, and my score was a perfect "Draginol". Ceresa was great for this strategy because of all the free demons she gets. I was very careful not to lose any of them (I lost only one, to amazingly bad luck) thus keep my power rating on top. And t
This just happened to me too, although it let me see the victory animation and told me my score. Then the research page came up, and the game hung as described.
I do recall in previous games the AI sending me polite messages that I should attack another top player who they said was a threat. They never came accompanied by any incentives, however.
Yeah the latter is what I mean, some sort of a jealous desire for the AI's to unite against a front-runner, even a nice and peaceful one. As things stand now, your power rating is the most important number in the game. Once you are on top, and can stay on top, you can totally dominate diplomacy and eventually get an easy alliance win.
I don't know if this is all that uncommon of not, but I just won the game without ever having been at war with any of the other player factions. This was a 10 player game on a medium map (I created factions for Capitar and Umbar, and played Umbar), Difficulty levels were Challenging, all other settings the normal defaults. In a nutshell, the game went as follows: In the initial scramble for territories, I found myself next to Krax. I was closer to all the city si
[quote who="NanakoAC" reply="21" id="3276621"] Quoting Jim Winsor, reply 19It makes sense that this used to be the end game quest, as it's the most difficult quest in the game right now (am I right?). Even more so than Waerloga (who I have beaten before). So what's the sense of a quest more difficult than the win-the-game quest? Maybe if you have not found the Big Gate yet, but that seems unlikely ... Try Arena of the Slakhanan. I think i found that more difficult than
This happened to me too, but I noticed the problem disappeared after I saved/reloaded.
It makes sense that this used to be the end game quest, as it's the most difficult quest in the game right now (am I right?). Even more so than Waerloga (who I have beaten before). So what's the sense of a quest more difficult than the win-the-game quest? Maybe if you have not found the Big Gate yet, but that seems unlikely ...
You just proved my point. If you've developed 4 level 20+ champions, then what do you need a dragon for? You're already powerful enough to win the game with what you have, easily. Thus the dragon quest is pointless.
Case in point, I just won a game, diplomatic victory, just four turns after I got slaughtered in the above mentioned quest.
This is absurd. If I'm powerful enough to beat three dragons at once, then why am I wasting my time on a quest to own one? I can research Dances With Dragons long before I'll ever complete the dragon eye quest. Heck, I can win the game in one of the 4 ways by then. Thus this quest is a waste of time.
I made this suggestion a while ago, so yeah +1!
I guess I'm in the minority here. I like insta-roads. It's far less tedious than manual rood building ala Civilization, and the fact that you have to try and visualize the potential road network is a further strategic consideration to city (and later outpost) placement. Yes this leads to less than ideal road networks, but this is part of the charm, IMO. My only wish is that it were just a bit easier to craft connecting roads. Ie, if you place a city/outpost exact