That's all I see on the character screen. My local hero in my last game started with Pot 2 and only showed 25% bonus to exp. It might be true that it adds, but there is no place on the character sheet you can pull up to check.
Viperswhip
The point is that your sov can be tailored over time, depending on luck, into exactly what you want.
[quote who="Tuidjy" reply="17" id="3278521"] Quoting KingHobbit, reply 16Played a game with Relias and change the champions to none. That was kind of interesting. I do not get the intended effect of this one. Relias is the one sovereign who does not need any champions. By doing this you are hurting all the AI, and leaving yourself unaffected.[/quote] Ya that seems like an interesting choice for an Empire like Magnar because you don't want challengers to
Finding a good wife or husband in the first game was pretty key, but there were lots and lots of requests to tweak the system and to fix buggy issues. Also, meta gaming meant you could pump out some truly terrifying children and you end up with too many heroes that way perhaps?
In an area totally full of potential build sites, setting down a city wipes out the tile properties in a circle with a radius of 6 squares outside the city from what I can tell. That's a pretty broad swath given that it won't let you build anything in swamps, on the other side of a river, or within 4 tiles of another city occupied square. That's another good thing about snaking is you can completely bypass that issue.
Every city in real life also builds towards the water, there are just too many benefits even if the main city hub is not on the water. They will come to regret this when the water level starts to rise but that's a ways away. I wish we could place docks on the ocean, I know we can't actually build boats but the economic principles are the same.
Well, it is really not that bad. You lost 3 turns to make an early militia with all upgradeable gear and send them off with your sov. I never thought of choosing clumsy instead of weak, but over all it's a better trait, just don't stand close to your tanky unit in the first few fights. Best early game weapon is the practice sword if you can find it :) I don't play empire, I never have and probably never will, in any game, I just can't play a bad guy.
Why does there need to be change? The enemy AI simply needs to be changed to charge bow users. At present they stutter step at 1 square per time and that's just stupid. The AI also needs to slowly move around a tank as they fight it, right now if you stick a tank in their face between them and the archer they just stand there beating uselessly on the tank instead of moving around the tank even at one square per turn. If you put range on bows you have to put range on spells. Don
+2 spell mastery is maybe .5% damage depending on the mob I suppose. It's not a very good trait or buff to an item. I like the +10 damage robes much more than the +10 spell mastery robes for example. I do take the plus spell master per level trait on character creation though.
My general rule is I would rather settle a 2x3x2 tile than a 3x2x2 tile, I put mats over grain unless it is an extreme difference like 5x2. An essence is, by the end of the game, worth more than 1 food and 1 mat, that's because you can get mana per essence, 25% bonus food per essence, mats per essence, gold per essence and research per essence buffs. There might be a grain per essence buff but I always unlock the are/water spell for the bonus food instead. Some of those are pretty late in
To me it really depends on what I draw first in terms of square. The best square I could find was a 3 x 4 x 2, and bordered by a forest and a river. I could make anything there, it will have amazing production, but I went Fortress. My next city was a 3x3x3 on a river. That will be a perfect Conclave. I really like my Fortress to be high production because getting your troops quickly is important. I am playing as Pariden so I can have 3 essence there for buffs. If you are not P
I had the Oracle as a loyal subject of Relias in a game where they never possibly warred as I was between them. Wondered how Altair had gotten so powerful.
I think the description is misleading. I think it holds for one turn and takes away their dodge for 3 turns, but it is hard to tell. I also thought initially I also thought it held them for 3 turns. Freeze definitely does though so it would be a duplication of that spell if Tremor also did.
Oh when I read the title I was thinking the exact same thing. I personal quest line would be epic.
Well, I use my sov pretty much solo and use my other heroes to level my troops. Solo melee enemies have to come to you or if mounted with the tireless march trait you go to their ranged attackers. A level 12 fire based sov with the proper buffs (like Mantle of Oceans) is simply a god of destruction. I suppose you might have the same effect by stacking a big archer stack but with high initiative and one of those awesome +100 crit damage daggers you roast...everything. with the act first trait
You should be able to find a 4 mat 3 essence city, that's your fortress, I have never seen a 5 mat 3 essence city. I would put the essence as being more valuable than say a 5 and 2, which I have also never seen. In the absence of all else I suppose I would pick a 3 and 3 over a 4 mat 2 essence. You do need to be able to build your troops, and you can't do that without mats. I know there is spell really late in the tech tree that gives you a production per essence boost, but it comes b
Pariden based sov, the bonuses are...extreme. Make a Warlock +50% damage, weak, take Life, or not and neglect the rest, you can buy the elemental books pretty early in the magic tech tree. You can probably guess the best magic traits but spell mastery per level, I take Hardy, Brilliant, Impulsive, Scholar and Life. Lots of heroes has life magic, but there is no guarantee you will find one any time soon, take the crown, give it to a melee champ and buff the hell out of them, you only need one
Making monster spawn dense is part of the problem, with the game on hard the AI pretty much sucks at handling the monsters. Part of it is AI pathing of their heroes. Don't want to lose your city to a pack of 3 assassin demons or a big group of ogres? Well, you need Fireball, but more importantly you need Freeze to keep them in place long enough to get to them with your relevant hero. The AI doesn't seem to get that. I like dense monsters because I am addicted to leveling my tr
A level 12 Warlock with good initiative and the right buffs just blows everything off the map. My main problem with this list is there is nothing for a one man wrecking ball of melee savagery. I made a Pariden melee Sov because I thought you could only get the crown on one of those, but heck, you can get it on everyone. I guess the defence bonus is best for them but I went General. I think you underestimate the summoner ability only slightly. The 25% bonus to troops is okay, t
This is a melee hero, or at least path of the warrior with strength and +1 hp per level, recruitable level 7 hero with 36 hp! He should have far more than that.
You only need one fortress, really your best troops will need crystals so you can only build probably one at a time. If you don't use crystal troops you still want a high production place with ESSENCES! There are some super duper bonuses you can put on them with city spells. My favourite Fortress location is any say 2G, 4M, 3E by a forest. That's what I have in my latest game and I love it. I also have a town built on a 5 mat forest square that just builds my world won
Yep, I rerolled a new sov after starting as Pariden and realizing I couldn't pick up Life Magic. The crown costs one point, and you can unselect it, I haven't thought to see if it was tradeable or not. Well, if they optimized every sov we wouldn't need customizable ones right? So pick the race and the traits, I made Porcupine into the most powerful channeler in the world (as advertised) instead of mediocre. Haven't played any other race yet because I like to learn one
Enemies merge groups if they end up on the same tile, that's how you end up with bears and ignis together. What I would like to know is how to merge two armies on the same tile if there is room for both in one group or heck, even just a army transfer window like in other 4x games.
Roads should lead from one of your cities to one of your other cities, same with outposts, should link to the closest friendly city. Right now, if some trade road passes through your territory it connects to that, even if there is no link not through other players territories back to your next city. this is stupid.
In the first game I think Tarth was the only faction that could make female troops.