[quote who="Kentarion" reply="5" id="3395389"]its not about what is best... it's about how you want to play it. ... i rly like a sweet starting position WITH a river. i love rivers. but sadly i often have to reload for that. [/quote] Well said, as this is a single player game it can provide options that are unbalanced. :) Why are rivers "sweet". I think the pier/bridge-improvement (not sure of its name) just gives +2 food/grain?
NeoNick7
[quote quoting="post"] and there doesn't seem to be a 'taunt' mechanic. [/quote] There might be a limited taunt mechanic in the game? If you make a defensive unit that can get adjacent to a foe without anybody else in melee-contact with the foe, then it's (in my short experience) only the ranged troops that will move away from the tank (and shoot at your weakest units). So, move tank to foe and melee foe stays on tank. But if you move in more troops in
I don't know how to solve your need, but would offer another perspective on your base-reasoning. Your dilemma seems to be that you both want to play a forgiving/accepting nation, while also getting a combat game. Would you not think it's a moral reason to free the citizens of the Empire nation? Bring down those who keep slaves and torture pits? End that for those suffering? At the correct time you should deny an Empire-nation non-agression-pacts/alliances to kill their l
Uhm, that's not my question. I thought population (within cities of the same level) did not affect research in any way. But that city level affects research directly, = city-lvl x city-type's research bonus. To explain/repeat better: Can a level-3-Town with high population have better research than a level-3-Town with a lower population (given they have the same buildings and wonders also)? And if so, what calculation/bonus/building makes that happen?<
Nice story. Makes my day at work more pleasant. :)
[quote who="Trojasmic" reply="12" id="3396618"]1. One factor of Research bonuses is based on population so the bigger you can grow a city, the more research you can get out of it. [/quote] Please explain? Do you mean that higher city-levels gets higher research? Or do you mean that, given the same city-level and type, a Town level 3 with high population have better research than a 3-Town with lower pop?
Thanks and very interesting info, which the OP should benefit from. Sounds like the growth is important as they decided to max it. Then the +Growth-spell is good to use early on (if you have it), probably better than hammers. To OP: yesterday I founded a city on a 1/5/1-tile and found it worked well. It sure grew slowly (even with Growth-spell) but it produced very well. I'm not afraid of settling low grain-tiles anymore, if I can get otherwise hard found essence.
1. My mage Sov gets: Air - for early Tutelage (+25% Xp) and later 1-round casted Titan's Breath and Cloudwalk. Life for immediate Sovereign's call (+2 growth) on cities, heals and end-game Wellspring (heal all units). 2. Favourite first champion is from the mod Champion Bonanza http://fallenenchantress.nexusmods.com/mods/1082 Edna Edrak</strong
Thanks, I had one Champion from a quest and must have checked him. Good to know the difference. :)
[quote who="Fallenchar" reply="6" id="3396568"] 6 Grain is probably more than you'll need, but the 'natural growth' of the city will be max (=3) for a long time, so that's still slightly useful. [/quote] Is there a maximum natural growth? I think I've seen higher values on even 3-grain-cities, but perhaps that is from the +Growth-spell?
[quote who="Fallenchar" reply="3" id="3396562"] Most spell schools do have useful spells at level 1, mostly city enchantments, but also Slow, Haste, etc., so Stealing a School never hurts. [/quote] IMHO a Warrior won't cast slow or haste often, but it's better than nothing (if you cannot get within reach). IMHO you don't gain much from stealing a Magic school 1 unless you want to progress it further up. You loose a Champ who could cast the 1st lvl city buffs spe
I would have chosen two 4/3/x over a single 6/3/x. Gives you better total growth, production and research - even considering the additional -3% unrest. And I also (which may be bad strategy?) make three different city types early (Fortress, Conclave and Town). The tile with the highest essence gets to be a Fortress, so that troops can get more enchant-buffs (Aura of Grace etc). If I can make many cities I want one of each Fortress, Conclave and Town to grow quickly (after the initial
I haven't used it yet and myself questioned how to use the spell best (but without any moral regrets). The late champions are of little or no use to me - and the spell should be useful. But even though I make my Sov a mage with two schools from start - it's only late, approx level 15+, that she has all talents I want and could use a new spell-line from Steal Spirit. I tried the spell on Bard henchmen but only get the henchmen-line (which only has one abili
If you change the frequences during set-up, will the pre-made maps (from DLC) change their density of resources? Or does the resource/magic/monster-setting only affect random maps? I want to try out some different map-settings - as I now understand can change the balance/game-experience - but if possible (?) also use a pre-made map.
[quote who="Primal_Savage" reply="22" id="3395838"] I think you should calculate your bonus on, say, 22 levels, not 6. [/quote] Correct. My mistake was to look at the Xp-increase necessary only on lower levels (which are higher than 25%). The Xp-requirements are not progressing the same over the levels. At higher levels the increase gets less and less, around +12% at level 15. As Webusver's link tells, you loose a feat at lower levels, but gain it back at hi
[quote who="webusver" reply="11" id="3395805"] If experience is not divided among heroes than every layer will gather all their heroes in one army and kill monsters one by one with this stack. There will be no need in multiple armies since heroes will obtain more TOTAL experience while walking together. So for heroes the formula is right. It gives option to walk in group or alone with no advantage to any choice. But when an army consists of some heroes and common units, then c
[quote who="webusver" reply="20" id="3395794"] So all EXP traits are waste of efforts since 50% increase of exp is't worth even 2 levels. Also if there is an exp cap, then its also a waste. [/quote] Ouch, this sound like a really bad talent. If +50% is less than 2 levels, +25% should be less than one level - and thus never catching up with the lost feat. When I sum up the Xp-bonus from taking +25% (mage talent) at lvl 2, the benefits for levling four levels
I'm reposting a suggestion made elsewhere, so it get's in the correct thread. Wait-command I'd like a wait-command in tactical battles (think I remember that from HoMM or MOO). This would make the unit wait with it's action until after the next unit in the queue. This would provide you with more decisions/options in battle. Better use for late champions In my short experience I don't find much use for
Ok, I missed him as I only looked at the Kingdom champs. :) And it must have been randomness that made him not appear for countless reloads. I should have counted as the percentage would have been very small.
[quote who="webusver" reply="18" id="3395784"] .... when my hero is at 10 level, your's is at... 11 because higher levels require much more experience! So you backlog remains at 2 and as higher levels require still more experience you'll never catch me. Even if we consider that any map has limited number of experience. And of course you gain more than me, but your lack of useful traits will still remain. [/quote] Good pointing out. I avoided the +25%
Shrewd observation and very specific description. Personally I can live with this bug. It doesn't affect my gameplay and I have no problems with others might want to use it.
Thanks Leon In WI. Are there more rare champions that are not on Abob101's list?
[quote who="Trojasmic" reply="1" id="3395730"]... because one of the factors of "the speed at which your city grows" is how far you are away from the total capacity. [/quote] Does this mean that an early level-2-city grow popuplation quicker (for more Pioneers) than a level-1-city - assuming both have the same grain, food-per-grain and growth? I'm asking as I often cannot produce Pioneers as quickly as I'd like. Perhaps I should let a city grow to lvl 2 befo
I'd buy any DLC to support a great game and gaming company. I like the above suggested ideas, plus a wait-command in tactical battles (think I remember that from HoMM or MOO). This would make the unit wait with it's action until after the next unit in the queue. This would provide you with more decisions/options in battle. In my short experience I don't find much use for the late champions. On a large map the gap to the Sov and main /first/ champion becomes to
My preferencesare probably not the best, but they suit my playstyle and I like them. race/side Altarian/Kingdom because I like Henchmen very much. The +10% Xp and Rush-ability are useful, but were it not for my love of henchmen, I'd probably play Mancer for their +1 Move. Faction Enchanters - I like to cast much magic and