I've been searching the Hiergamenon, but I believe that not all entries have actually been elaborated upon in 1.3. I realize some structures need certain types of upgrades to build, and others need certain types of terrain to build. But I'm not sure I entirely understand all of them (and it would be nice if at least some of this could be added to the Hiergamenonenen.) I have a town next to a river, which I would have imagined, as a source of fresh water, is the prerequ
onomastikon
I seem to find, in all battles starting now, that my trained units have those concentric rings under their feet which, normally, represent that the spell "haste" has been cast on them. Yet I haven't cast that spell, and I'm pretty sure my Champion doesn't have a special ability which grants it. Sometimes I see this under some of my champions as well, but not always. Oddly enough, I may cast "haste" on any unit which already has these haste-like circles, and I ge
Just to clear up, I have played all of the factions, and while I have enjoyed most of them quite a bit, I have not seen the strategic synergy and power of Scrying Pool and Arcane Monolith anywhere. Teching to and building up, say, an army of Juggernauts is a vastly different -- and in my opinion, much more straightforward -- strategic commitment than having the ability to instantly drop 10 outposts, anywhere, at any given point in time. Getting Juggernauts is fun and powerful.
I had hoped to make it clear that I enjoy it, and I would enjoy it even more if there were some checks and balances in place. That doesn't sound irrational to me.
- I prefer Large or sometimes Medium to Huge, but only because of pathing issues (that is, sending my troops anywhere on the map often results in chaos, because their path becomes blocked by some non-hostile unit or structure). Too large a map and I also have UI issues. - I always set Resources to "Sparse", because otherwise I almost always have a plethora, at "sparse", especially on smaller maps, I often find myself in conflict. - I keep Monster Density and Quests to St
I like Pariden. A lot. I have two small suggestions below I would like to timidly propose for a future patch, because I would like to like them less. Currently, I am forbidding myself to play as Pariden. It's just too tempting. I'm happy to see the AI play it, because it remains unaware of Pariden's potential, but I wonder if Pariden is an incarnation of the Dark Side in a prettier form. While the miscellaneous perks of Pariden blood are well and goo
I find the phase of Early Game during which I make first contact with my opponents the most challenging, but once the early part of Mid Game is done, I don't seem to ever be in danger of losing.
As I have attempted to document elsewhere ( https://forums.elementalgame.com/447719/page/1/#3392882 ), because the AI builds many of its cities so poorly, I usually end up razing them instead of keeping them. In doing so, I've noticed that the AI has been choosing incredibly suboptimal places upon which to build. Today, I razed a useless town which was build, apparently, on a 2-4-0 tile, only to find, direct
One other thing: I've been razing most of the enemy cities I find now, because most of them just seem so poorly built, and I discover something worse: The cities are placed truly suboptimally as well! I razed a city built on a 2-4-0 tile to find, right next to it, a 3-3-3 tile! Why didn't the AI settle on the 3.3.3 and choose a much poorer tile instead?!?
I've noticed that some encounters listed as Deadly or Epic seem to give much less Exp to my same team as those listed as Strong or Medium. For example, my same team leader just seemed to have received 188 exp for clearing a "Strong" earth elemental's squad, but 77 exp for killing the Ashwake, Thingycoil, and One Other Dragon trio in an Epic encounter, while a single Obsidian Golem listed as Deadly gave 94 exp. Not that it matters at that point, but defeating Waerlorga the Dragon
Yes, I've noticed some of these as well
Ah I didn't realize I had cast it. Maybe that bit of information could be added to the spell description.
I'm not entirely sure why I cannot cast this spell. I have enough mana and I have a valid target, but the "cast spell" selection in my spellbook is grayed out for as long as I can remember. What am I doing wrong?
Two turns ago, seven or eight tiles of prime real estate disappeared. My pioneer was about 4 turns away. I had seen these tiles about 15 turns ago, and cast a few Arcane Monoliths around them so that the land would be mine and hence off-limits to rival settlers. Eventually got some settlers out and sent them underway. When I reloaded the game, the tiles are no longer there. Nothing has encroached upon my Arcane Monolithic land, and no new towns were produced (by me or anyone else) nea
I've run into a couple of quests which seem as if they might need a little polishing. - The Assassin's Blade doesn't end, at least not for me. The last stage of the quest reads "Have the assassin's blade". Well, I DO have it. But that doesn't seem to trigger the end of the quest. - I've gathered a couple of Dragon's Eyes from the Lost Eye quest. Obtaining the Eye does end the quest, but the Eye doesn't have a value?
I've recently been noticing this in 1.3 (which maybe was also in 1.2 but I had missed it perhaps) which seems to make AI citybuilding even worse: I've seen AI Towns have "Produce Wealth" and completely incompatible Enchantments going; one AI Town actually had both Aura of Might and Aura of Grace. I really think the AI citybuilding needs another, closer, look by someone dedicated to doing AI.
OK. Early game I seem to cast growth and hammers more, maybe I'll reconsider.
Excuse me? Not sure I understand. If so, the production should be displayed identically in both register tabs.
After a few games in 1.3 release, I really think Citybuilding AI needs a lot more attention, particularly the way the AI chooses - Enchantments for its cities - City specialization, and also - Buildings (vs. training units for its cities) See here https://forums.elementalgame.com/447719/page/1/#3391382 for more discussion.
Currently, Inspiration appears to be incredibly underpowered. Using it on a late-game conclave with maximized education bonuses and no unrest, this grants an insignificant research bonus (about 5%). That just seems bizarre, considering this game attempts to encourage city specialization. Currently, however, I might as well use Inspiration on my Fortresses. +1 research per Essence, should this be deemed to be then too powerful, could at least be made to be costlier to cast.  
I inadvertently built a mercenary camp in an Outpost ZoC I control. I did not realize that this resource gives me a horrendously feeble unit costing 4.5 gildar wages per turn. I would be more than happy to destroy this camp I control, or unbuild it, but I see no means of doing so, short of destroying my outpost (which I otherwise need). That could be addressed in a patch. Additionally, it might be worthwhile considering making mercenary camps slightly less awful.
Rarely, I see in the selection of structures I can build (in the build menu of a city) the time listed for a structure as 2 turns, yet when I select that structure to build, it is, in the city build queue in the HUD, listed as taking 3 turns. (Sadly, unlike in the Train menu, I cannot see the actual production value of the structure to test where the discrepancy might lie.)
Seems to be conflicting information currently. One the one hand, a. In the HUD upper right, I get a blue smiley and the mouse-over tells me I am allied. In the Foreign Relations, the arrow on the scale is to the right and is labeled "Ally". And on the other hand, b. I receive the message that my Alliance Treaty has expired, and on the right side of the Foreign Relations register, the Alliance is not listed as amongst those currently existing. I have diplo
No, thanks, that helps! I could actually load a much older save -- it just took 6 minutes. I went afk and cleaned up, was about to use the task manager to shut down because I couldn't get FE to react at all, and suddenly the game loaded. In slow-motion (first a blackish background, then with outlines of the entities, then with color and contrast). Not sure what that means...
I received the message that my alliances with my allies have expired, and indeed, I cannot see these listed in the foreigns relations list of active treaties. Oddly enough, I had just formed them. Additionally, the smiley next to their names in the HUD is blue, and they are still listed as "Ally".