Kingdom takes a lot of steps to get somewhere, but those steps are certain. Empire takes less steps, but have to deal with random chance. However, they unlock a lot per step. That's basically how the research seems to run.
Bloodlyshiva
Used for creating the 'Legendary X' gear for UNITS.
I disagree: the extra HP makes armies better all around. Shame their DEX is 8, though. Just remember to always make your new units an upgrade from the Peasant, as the premades and 'New designs' aren't getting the boost. Can't deny that compared to things like free longbows it seems to come up short. But then, there's no disadvantages...
Given that your cities immediately convert the land into lush greenery or a Mordor hellscape, AND the fact the your factions are useless without natural resources like Lost Libraries Fertile Land, etc, I think that the idea of terrain actually having an effect like that is flawed. Swamps are no issue.
Not necessarily every battle, but close. Tactical mana and Strategic mana recharge at the same rate, 1 per turn. 3 turns(assuming you burn all your mana in a battle) isn't much of a wait, but it's there. I'm not saying it's as it should be. Just stating the facts.
You all get on with fixing the crashes, and absurd page file use, and I'll be happy. It's as simple as that. ALL ELSE IS SECONDARY. Nothing else matters. You can't go around throwing balance changes when the wretched thing can't do a complete game without shutting down or becoming hideously unresponsive. This is all I care about. It's what you should be only caring about, too. Afterwards can wait.
This is...it's odd. It's not exactly a bug, it's not exactly a suggestion, it's just a matter that needs to be corrected sopmewhat so it works right. If the topic needs moving, then do so. The Empire AI loves building Sions. Absolutely loves them. I can't blame it because Sions are very much monsters if you can pull them out fast enough. It beelines for the tech, puts down Sion Temples wherever it can, and spams Sions. LOTS of Sions. So much s
It doesn't help matters that these guys eventually end up being the Altarians, who we know are a human-a-like race. Thus, for the sake of internal consistancy, the player factions must be human. You doubt? Go through the Magic and Advanture techs for the Kingdoms and Empire, go through many of the things unlocked by these. Start from the premise "This is Altaria" and all else follows.
RE: Wisdom. It was working in 1.05, but it looks like it was turned off in 'making everything cost the same' that was done in the recent 1.06 patch. The effect of Wisdom was to modify the AP cost of casting. Formula's still a tooltip: It's the base cost(2) modified by Wisdom/10. So Wis 15 got you a casting cost of 1.5 AP as well as your 15 Essence. This was important because while Essence could be modified in-game, WISDOM could never be modi
We're still left with the problem that casters have no options vs squads. This isn't a complaint against your formula, but against the issue.(It's not like fighters don't have similar problems.) Let's take your formula, give it to a wizard with about 15-20 INT, and put it up against a moderate force; enemy equipped with Leather Helm, Leather Armlet, Leather Cuirass, Leather Greaves, and Wood Shield-Defence is 6. It seems extreme, but it's these situations you're gonna
Teleport/Spirit Chase only works if the caster in question is the LEADER of his force. If he's not, the spell will fail. This is awkward since you can't choose who'll lead too well when you have multiple casters.
Int VS DEF, dear boy-they can't hit you unless they close in. Melting Hands is their best hope of hitting you. Not that they won't cast, because I've witnessed it.
A few points: 1. Morale is currently pointless, Intimidating is wasted points. Tracker maybe? 2.As noted, the Legendary equipment is very potent for this. The shield is currently 50 gold for 19 defence and 15 dodge. The greaves are 185 for 8 defence, no drawback, the cuirass 195 for 12, no drawback, and the helm's 100 for 8, no drawback. As such, I'd say keep Dex up, not just STR. You'd be surprised at just how much it screws over early game-
Well there's tech that directly influences spawned Adventurers in the Adventure tree. Dang, this actually sounds interesting...because winning even light to middle-range monster fights can net you a lot of Gold, and shop stuff costs only Gold. You can be turning your champions and units into killing machines, semi-desperately holding off the lunatic Wild, with a dynasty doing the same. It 'helps' matters that the Legendary armour is fairly low on the magic tech
What were the stats of you and your spouse at the time? Game says it takes from both sides, so if it's a mere case of addition+some random element...there's gonna be some serious stat boosts going on.
1+2. The game does not like tabbing in and out at present. Play on fullscreen(The default option) and see. Your city displays get mucked up, you sometimes end up with a black screen(fixed by zooming in or out), and eventually a crash, usually citing DX. 3. The recent patch broke the Darkling Camps. Even if the Empire has the tech for them, they can't build on them, citing 'Your Faction Cannot Use This'.
It's intentional, minors don't grow. The only benefit is they usually allow you to recruit unique troops; if you're of the right alignment. Adding to this; they will likely have things they shouldn't(Crystal without a crystal patch, for instance). Burn the city, lose that, forever.