How is garrisoning an outpost different from just plunking some units on it and pressing 'Guard'?
ManiiNames
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. [quote who="Lord Reliant" reply="49" id="3101404"]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.[/quote] Some of the level up city improvements provide a bonus (gildar,
[quote who="seanw3" reply="5" id="3101298"]My Merchant is +3 Gildar, adds a new weapon to the shop and some special boots. It is a level 3 bonus I believe.[/quote] I agree that the current city level up structure is pretty crappy, the only real differentiation comes at the very end. Hopefully it gets improved, either by Stardock or through our modding community (/wave Seanw3)
Not useless. You just have to decide if: 1. This will be a militaristic city (Training). 2. You need more food to get to L4/L5 (Garden). 3. Food is OK to achieve L4/L5 city but we're poor (Merchant). 4. We anticipate L5 with this city but it will not be a troop-builder (Mason). I find all of those choices to be viable at different times. - Manii Names
I hadn't realized this before but you're right. Given how restricted movement bonuses are now (a good thing!) this is a significant penalty for using a time-saving feature of the game. Sad beagles request a fix!
[quote who="kapeman" reply="45" id="3101218"]Although, shouldn't Stardock be documenting how the game works and how to play it. That would be definitive.[/quote] 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.
[quote]Magic, I feel restricted - So the scenario is this, I make Mephisto the fire mage of doom as my sovereign. I start playing my game and I have 0 fire shards in my territory. This happens pretty often actually. Basically my fire spells suck, and thats what I wanted to play. They gradually get more powerful as I level, but a major part of spell damage and effect is extra shards. By the end of the game I'm wishing I would have made Bubba, the axeman instead because i'm hitting like
Yes it has been removed from the tech tree and placed in the level-ups. This is my own personal speculation (disclaimer!) but the merchant building was likely found to encourage extreme city spam and so a (speculation!) balancing pass was made to keep every single city from having one. - Manii Names
Disclaimer: These answers come from my own in-game observations with v0.86, and may change in future revisions. [Edit] Added info on how to find the city buildings in XML. [Edit] Note on forests [quote who="thimon2k" reply="42" id="3101181"]City levelling Are there specific buildings for each city level e.g. prison only appears at city level 3, or is there a chance to get the option prison at both city level 2 and 3?[/quote] Yes there are speci
This got me to stop for a minute during tactical combat and admire the artwork. An ancient statue, carved by a long forgotten race, adorns the battlefield!
Most of the stuff in this thread will make it into a manual, eventually. I know all of the stuff I have posted is correct as of 0.86, but it could change for 0.90. I hope some of it does, honestly. [quote who="mastroego" reply="39" id="3101023"]This summarizes one of my main problems with the current city system. Just pick the most valuable spot and forget about everything else. That's too much streamlining. Where's the "playing" part gone? I'm suppo
[quote who="BarxBaron" reply="44" id="3100868"]Saying TBS games don't exist is silly....its like saying people don't play DnD for pete's sake. (and no I have never played DnD, lol...just a good example of multi-player long gaming sessions)[/quote] I actually play D&D with a group of friends. We started with 1st Ed and are now with 4th. Been at it for ... gah 30 years now. And yes we're all happily married and have real jobs. Dogs too.
Orchards and Apiaries are definitely in the game and fully functional. I agree about the World Events, never seen one and I don't think they have been activated yet.
He's been broken for a while. Hopefully will get fixed in 0.90. - Manii Names
Oh that's funny +) What does it show in the main screen if you go and look at production and gildar values? Is this error only in the City Details window? - Manii Names
Testing for Avatar
Avatar added by request! Ugh it didn't show ... =\ Maybe now?
[quote who="Lord Reliant" reply="30" id="3100891"]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?[/quote] No, I -think- he was talking about territory bonuses, and that is what was shown in the pic in his posted thread. [quote who="Lord Reliant" reply="30" id="3100891"]Q: Is there a way to predict the maintenance costs of units generated? Or is there a rule of thumb to apply? (maybe I just m
[quote who="enoeraew37" reply="27" id="3100831"]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 ?[/quote] 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 researchin
I went back and put in my sources. For all of my posts it's in-game observation for v0.86.
[quote]Bandit Lord: The sovereign starts with 2 bandits > The sovereign should be able to call for help once per battle and summon 3 bandit archers with shortbows at level 1 - 4, 5 bandit archers with longbows at level 5 - 8 and 7 bandit archers with yew longbows at level 9+.[/quote] Works for me. Maybe costs 20 mana? [quote]Summoner: + 2 level for summons and unlocks the summon warg spell > It should increase the level for summons by (level o
Thank you both.
[Edit] Source is in game observation, v0.86. [quote who="toadfly" reply="14" id="3100422"]Which resources are global and which are specific to a given city?[/quote] 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. [Edit] Note that there is a Temple of Essence improvement which only becomes unlocked when yo
As far as I can tell this is still busted. Yes?