Spiffy McBang

Spiffy McBang

Joined Member # 3131022
4 Posts 4 Replies 243 Reputation

Question one: In my first playthrough I worked through a number of trades and treaties trying to improve my relations with other kingdoms, but nothing seemed to make a difference except for the pluses and minuses on the right side of the foreign relations screen. This second playthrough, all I did was attempt to stay very powerful so I could cow everyone else into liking me, and that worked perfectly. But I've also seen forum posts where people talk about actively attempting t

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[quote who="NanakoAC" reply="2" id="3279051"]yeah, it's a minimum distance thing. Any tile that's within a certain distance of another city is barred from construction, even if it's fertile. I really find the current system strange though. It seems fairly arbitrary which sites are considered fertile enough. There's plenty of grassland tiles which aren't, and plenty of desert tiles which are. I don't really understand

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It seems like when I start a city, sometimes other city-capable tiles that are several squares away lose that capability. At first I thought the icons were just disappearing- when I play for a long time, similar graphical issues arise, like the icons at the top of the ledger and the lines between connected research topics. But I just noticed that if I take a pioneer to those areas, their ability to settle is gone. I assume this has something to do with distance between cit

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[quote who="SOLOSOL" reply="2" id="3277327"]I found 14 AI armies in same tile, so you win me But the 14 armies had only 1 unit, so yes, AI was pretty silly because did not stack them. It was in normal/normal. I posted it too.[/quote] All the armies I saw were full. Fortunately, at least on easy, the AI only moves their armies one space at a time, so I had three turns to draw them into a super-rushed outpost with the 50% attack and double speed upgrades.

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I knocked off a yellow army, and was surprised when another army was in its place; obviously more than one army can occupy a space, but the number over their heads had blended in to the background. When I looked closer, I realized there were 18 armies on one spot. All turned out well; I turned, ran, and drew them into the zone of control of a well-upgraded outpost on a coastline. Tidal Wave is a nice spell. I suppose this could include your own armies, but I'm

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I'm on my first playthrough and I'll save before any battle I think might go poorly so I can reload if it does. Losing a bunch of troops, time, resources, etc. is bad if you simply get beat, but that's life. When you're still learning about the things you could potentially walk into, though, giving myself that leeway allows me to experiment. Would I play something closer to Ironman on a second playthrough? Possibly, but the main thing working against

20 Replies 9,716 Views

[quote who="SOLOSOL" reply="2" id="3276346"]Champions must buy horses in the shop (or find them in loot...this is...better buy). No way to ship your farmed horses to them. To allow horses to units, you must research Mount tech in Warfare Tree. After that, you can see horses in the design unit screen. The same for wargs.[/quote] Bleh on champion horses. I know I can design units to have horses, but is that the only way to add them? Kind of wish you could upgrad

9 Replies 11,058 Views

If this is possible, I'll probably feel like a dumbass for not figuring it out, but can you give horses you have stashed to currently active units, especially champions? I have 76 and it will take quite some time to use them all up through training new units, so it seems a waste to spend 120 gildar per horse at the town shop.

9 Replies 11,058 Views