Level 3 Conclave might be better to offer bonus research, bonus mana, or elemental resistance for trained units. Each one of these should offer a special item in the shop for hero focused factions.
seanw3
As I understand it, the AI personality can be set to value a levelup choice. But you can have different AI personalities that make different choices.
Of course the young can handle more work. But even that wears them out sooner than if they had taken it slow and steady.
[quote who="Garisi" reply="13" id="3209921"]Cities that are only really good for one thing might make FE play like an iphone app. Considerably better on average, but not always, sounds about right to me. Once had a city in the middle of three grain tiles, total of 11 grain, which probably would've meant units with a lot of hp if I had a chance to train any there before it crashed. Maybe not as tough as soldiers from a full-fledged fortress but pretty damn close and a hell of a lot sooner.
I forgot about tech pace. Maybe +1Hp per Grain at level 3 and an additional +4 defense at level 4 instead of that +10. For fortresses I would have it set to give much better trained units than you get from towns, but each bonus specialized in a specific design type. There would be an archer option each level. For level 3 there would be a bonus to sword and shield designs. At level 4 there would be one for cavalry. In addition, each city level is increasing unit level. S
I remember some of that. My father used to work 70 hours a week until I started subconsciously manipulating him to take time off and go on vacations. The difference was massive. His company even flourished afterwards because his attitude and work quality were so much better. Working too much is a big problem. The stakanovite theory is full of terrible consequences and most people are too polite to warn you. A good work ethic means knowing when to take a break.
Perhaps we need a special weak wall for towns and conclaves at level 3.
Good points all around. I will say that I don't think it is particularly balanced to have towns compete as well as they do. All the ways you mentioned for Conclaves to get ahead or equal come from spells and that +1 Essence, which is way overpowered. A town should grow much faster if you specialize in growth. It is bad that towns can specialize in research. It is bad that fortresses can do good research. I am much happier when a town and fortress only get the Study upgrade line of improve
I could go either way on this. What you say makes sense, but it could also be balanced and set in the lore that regeneration is dependent on Initiative. The vitality and speed of the body magnifies or reduces the effect of the spell. I like that initiative magnifies the benefit of regeneration. I even have my haste and slow spells set up to work on any unit. So you can haste an enemy that is poisoned. You increase his adrenaline so he is able to attack like a wild man, but that adrenaline mak
What he said. The majority of stats for heroes needs to come from the hero, not the weapon from random loot. The bonuses we see to attack are a great start, but unique weapons need to be nerfed. +3 attack for a unique sword is great. +15 attack for a unique sword makes random chance the most significant force in the game. The first thing I do when I start modding the beta is make all weapons use the same damage for each type. The unique ones then get maybe +1-6 attack, some magical damage, li
The best tech rush strategy is to get all towns. As you point out, a level 3 Conclave gets +1 Essence and therefore +1 research and growth. But a town gets to level 2 and 3 about 50 turns faster. At that point they are getting the natural research bonus from the city level. That is +4 research at level 3. In addition, you would use that tech to rush to the second research tech at tier 3. That is an additional 2 research. So now a town is getting 6 research and is well on its way to level 4 be
Why? Fortresses will give about the same amount to each trained unit and they can do it at city level 2.
Not that it is in the dev's plans, but certain quests can be repeatable according to the XML. So you could increase content by having a single quest work as a quest giver. It would have 5 possible quests to choose from. Once you complete 5 of them, it could open up a new series of quests in the game. I am currently working on a few quest packs that add new quests as you complete the ones currently available. From a developer perspective, late game content only runs out for h
I agree about mana. How could I not? Conclaves need to have more mana bonuses. Simple fix that would add to the importance of magical specialization.
I would like each specialization to be good at training a specific type of unit. Conclaves should be great at training staff wielding mages and generally magic resistant units. That is fine, especially since choosing a conclave to start is not the optimal choice. Towns are much better at research than Conclaves in the current build.
If you want Essence, you need to settle near magical things. Given how powerful it is, it should not be handed out at a whim. I don't think it should even be given with Oracle. Pariden, on the other hand, is weak except for this building. I would love to see each faction get a unique building to accentuate their personality.
Overall, the question we must be asking is how does leveling a city further specialization? The current levelup options are unfocused and feel scattered about. It lacks the great choice design we see in normal improvements. Perhaps it is good to look at each level 3+ choice for how it furthers the choice we made at level 2. Even though Fortresses are the main troop training city, it would be a mistake to not have the option for each city type to have some level unit specialization. There also
I was making a post like this, but since you already did, I'll do mine here. Scroll Scribe and The Other One. Forgive my rhetorical attitude, but Archivist is a mean trick. 20% bonus to research when city is idle? That is only 10% better than Scroll Scribe and you can't build anything. If you are dead set about giving incentive not to build, 100% is what you need to add. Maybe even a set amount of +8 Research when idle. I of course prefer to make it +20% research and add
Completing projects needs to give out XP to Govs.
I save and quit every 100 minutes to avoid data corruption and slow downs. Not a solution to the bugs, but certainly a good way to deal with them until they are fixed.
If you look at the xml for spells, those are still there, but disabled until they can be balanced for the new game. It does say something that roughly all the damage spells are fire. About 40% of the spells in general are fire spells. I think the devs are still working on content for the other schools.
If the save integrity was fixed and games did not get stuck after about 360 turns, I would agree about releasing now. Gotta fix those major bugs before release is a good call. Beta 5 is all about bugs and balance. Can't imagine going to gold before that. Considering the mess we started with, that is a huge accomplishment. And for a 4x game, it could be released tomorrow and still be better than all the ones from the past 3 years. That is not saying alot though.
It is not moddable right now. I get around it by making the restore land spell Earth III instead of Earth V. Do that and you can at least restore the land with a little mana.
And we could have one of those pictures pop up and give a little lore to the player when he enters each minor wildlands. Ever wonder who made the shrills and why they are hanging around that temple? Go inside their territory to learn more!
Maybe in the expansion I bet.