Season 18, and I have 10 stacks of 5 walkers roaming around. Plus, the way that wages work = production/100. So 15 production = 15 gildar to rush and also .15 upkeep. 1 production = 1 gildar to rush and .01 upkeep. The idea is to exploit that weaker designs are more efficient. Spears are "better", but if I have 15 walkers and you have 1 Mook...
Aiel117
First, this is not how the game was intended to be played. However, the latest patch has led to some unintended functionality and it's fun to exploit! Here's how to simulate a Zombie Apocalypse in Fallen Enchantress and always win in 10 easy steps. 1. Create a custom kingdom/empire with endless legion, civics and builders. Weakness: fire, I mean, vulnerable. Name it Zombies. 2. For extra effect, choose a strength heavy race like trogs. <p
Not sure if this is supposed to happen. I play with endless legion, master smiths, and then I add negative traits to units. The result is that my settlers and my militia only cost 1 production and have no gildar upkeep. Free exploration and warfare! It's ridiculous.
How can you access this spell? What line is it under?
I'm with seanw3 in that we should probably wait for beta2 to come out and see what balance changes that it brings. Plus, hero items are related to but not necessarily a part of the tax system itself. If gaining resources is too easy, then taxing doesn't matter, but let's assume for this thread that resource decisions do matter and that taxing is a vital and important decision. But yeah, right now, why would you bother buying hero equipment at the current cost
About the credit score. It seems like most cases point to "low". The production/research jump, though, is 16% from none to low. Even if the AI is great tactically, if I can produce and research 16% faster because I'm smarter with money and willing to cut it close to the bone, they would be hard pressed to beat me in the long term without an unfair advantage, right? What I mean to say is that taxing is a very big deal and something the computer can easily mess up if
mqpiffle , exactly. Tax sliders are boring yet extremely powerful. Maybe governments would help users pay the right attention to this mechanic.
ChungasRevenge , What I skipped over (the post was already too long) is that taxing has a negative connotation and is often seen as a no-win scenario. I bet very few people are like you and never change the tax rate even though it has dramatic effects. It can increase both production and research by 30% by switching from normal to low!! For instance:
Argument What taxing should do is provide an interesting choice between utility now or in the future. Taxing is currently a formula where a sovereign decides to trade (gildar) for (production AND research OR mana from spells that reduce unrest OR buildings slots from special buildings that reduce unrest). My suggestion is to change this tax system to a trade off between (gildar AND research) for (production or buildings or mana). This might be to
I'm a long time lurker and avid supporter of the Fallen Enchantress redo of Elemental. Like many have said before, it's a huge step up from War of Magic. One thing I noticed that may not have been mentioned enough: mobility is king. Cloudwalk is a great example, but I'd like to ignore that for this post and focus on # of squares a unit can move a turn. Cloudwalk is its own thing because it costs 80 mana and abuse of it assumes that you have sufficient man