I believe that only the champion abilities that apply bonus to a city (i.e. +10% city productivity) require that you station the champion in a city. You get the others (+1 research etc.) even if the champion is out and about.
Dar77
I found one in my last game. Mine came from a token and it has no turn limit. It is very strong in the early-game (and I found mine on turn 6 or so). But I'm not sure it would give me that big an edge in the mid to late game. Probably shouldn't be findable in level 0 adventure locations though . . .
I see your point, Sagitarry, and agree that some degree of unpredictability certainly helps things. Maybe the AI I've been playing against (set to challenging and hard) just aren't researching adventure techs enough. It feels like I'm largely driving the increased difficulty - which feels all too predictable. Maybe there could be some sort of blend of time and research, or time and randomness (each turn there is a percentage chance of advancing mob and location difficulty). <
That's a good point cwg009. I can't say I know much about programming, but maybe one way to address the issue of situations where sphere's of influence dominate the world is to have a certain number of new locations sprout up. The locations could be random but weighted in favor of distance from cities (or influence or whatever). That way if the world is entirely occupied you wouldn't lose out - and the locations would appear near the less-frequented edges of each realm.
I just posted a version of this separately (although it doesn't seem to have appeared in the forums as far as I can tell). Wanted to add it to your consolidated thread. Adventure Technology As I understand it, both from reading the forums and a fair bit of gameplay, the difficulty of map locations and random mobs scales with your adventure research level
As I understand it, both from reading the forums and a fair bit of gameplay, the difficulty of map locations and random mobs scales with your adventure research level (if I’m wrong about that, some of what follows won’t make much sense). This has led me to adopt the strategy of delaying researc of adventure techs (except for a few early doses to find new resources) until the mid to late game when I have
I just started a new game and lo and behold I stumbled upon a champion I haven't seen before in turn 20 - Qayidd the Envoy, who is tauted to have a special skill, "crushing blow," that cannot be defended against. Pretty cool - it's the first champion I've stumbled on that has a usable skill (I haven't logged that many hours, so maybe this is common). Thing is, I can't actually use the skill. It requires 3 mana, and Qayidd doesn't have mana. Am I missing a trick?