It also depends though on what world you start with. In some of my games I need to get up to weapons very fast in order to have decent city defense.
seanw3
I just had an epic battle. 267 turns into the game I finally defeated a single darkling lair. After dozens of battles I was finally able to kill more of them than they could of me and mine. I am playing as Magnar, using the Path of the Warlock. It took 6 groups of fire mages and a few mana blasts and Kill to finally take out the boss shaman. I had to kill ten armies to reach that battle. Now my western border is totally secure. It was simply epic and now I have a sweet little lair from which
I save the feeble tower for when I have a city with no essence. It makes up for the lack of cleric.
I run the AI with 1000+ mana and have never been hit by any strategic spells.
I think of it more as enchanted bread. Like the stuff they make for weddings.
Slaves have no wages. You can build dozens of armies at no cost. The only trick is to find an Earth Mage to cast Enchanted Hammers and Set In Stone. Then you can train about one unit per turn.
No. Wardens don't have a "game modifier" in the xml, so we must assume they do nothing. Perhaps the effect is hardcoded, but it is more likely this is a placeholder.
For Magnar you do Knowledge, Leather, Training, Drills, Weapons, Blacksmithing. Just enough weapons to tech to get spear slaves, then go after civics and magic for economy.
I agree. My mod has four major types of units: Trained, Champion, Monster, Summons.
The AI does not design units. You or the devs design them and the AI uses them when it can. So, if you make a unit design for the new content, the AI will use them.
To people who don't know, the AI has a priority value for each tech. If you set these values right, you can define the most optimum choices. There is then an AI military strategy type you can give to specific factions, which increases or decreases their value of any techs you specify. This is completely moddable. Might want to try it out.
With just a few watershards this can get out of hand. There is plenty of places to use 2 slow spells and no reason to take away 50% of an enemy's initiative. But, as with most things, people won't complain until the AI starts doing it to them.... [e digicons]:annoyed:[/e]
Really, blindness should start at 5% and increase by 1% every action. That would be a cool spell.
Well, all I know is that Umberdroths started hanging out with those blasted ruffians. It takes about 100 turns, but generally they show up and start peer pressuring the umberdroths to attack my cities and do the drugs. I don't like it one bit.
I'd say it's an inland lighthouse. Typical...
[quote who="Heavenfall" reply="13" id="3239543"]I don't plan on modding any of this stuff. Too much work.[/quote] I will! I want to finish some of my long term projects, but since Goetia is on hold and Ivory Towers is as well until the quest system gets some sweet chocolate lovin, I might just do something crazy. I want each faction to have different incentives on how to research. Reading Hf's comment (he doesn't talk abo
Playing as Tarth is like playing on easy. You don't get the angry world chasing you back to a city. It is not fair to count it in the balance conversation, unless we are convincing the devs that their trait is fundamentally unfun.
[quote who="Supreme Shogun" reply="81" id="3239799"]Why is it human only?[/quote] All AI units are predesigned. The cool thing is that it uses your designs too. Of course if you never play a given faction, their units tend to suck. Which causes you to not want to play them. It's a good idea to play through each faction and make every combination of good unit you can think of. Helps the AI out alot. Of course, the devs have been better about updating unit design, but
Ah zhukodim. The name every English speaker mispronounces. Bet you can't explain how it sounds! But ya, a percent bonus would make sense.
And adding to auto-defend is a human advantage. It totally screws over the AI, besides the more complicated balance problems. I am guilty of adding it in large amounts to PathoftheKnight, but that is much later in the game and there are ways to break armor in my version. Something like that is needed or just teach the AI to defend.
Okay, initial dislike is over. After hours of time getting used to it, it is superior. The bonuses to research from a city now make sense at 2x*city level or whathaveyou. Since we are all getting Unrest on that number, it no longer gives insane amounts of tech from leveling. As the commander says, Production needs to be high as well to match the concept. +2 Production per turn is less work done than the american senate over a decade. Needs a boost.
The Shroud needs an overhaul. It hasn't been updated with the new city mechanics. I would guess we will get that soon. I hope the city is at least level 4 or has some really great tile yields to make it worth going after. And the city garrison needs to be something really hard to kill. Maybe they are protected by a Fell Dragon?
I do love the new brews. I haven't been this happy with a game since my thief got addicted to skooma back in Vvardenfell.
Just saw the anit-kiting balances. Nice work!
It is technically an improvement. But it takes 0 labor to rebuild, so go ahead!