Seek out the other two Dragon Statues that are somewhere on the map, then do the quests that you get from them. That is how it worked in 0.99, anyways. As for whether or not it's obvious - the quest poses a riddle: "Seek out my brothers, and yadda-yadda-yadda". The brothers are the other Dragon Statues.
joeball123
Personally, I find converting shards to Death Shards to be a generally poor choice, since there isn't a lot in Death Magic that is sufficiently improved by shards to really tempt me to wreck my other magics in order to boost Death. Moreover, I have never really liked the Cyndrum Demons, since they are a pain to keep alive until they have the numbers and levels to take a few hits, and you always want them to get the killing blow (at least until they max out their unit count). On top of tha
[quote who="parrottmath" reply="14" id="3274214"]In regards to if champion is level X then it should have Y traits. I disagree with this as well. The advantage of picking up a low-level champion is that you build them from scratch they are a clean slate. The champions you pick-up later are not from a clean slate. It provides to the uniqueness of each of these champions. The strategy game is also a role-playing game. The game is not about Min-Maxing everything to death and making sure that you
[quote who="Schweiz" reply="6" id="3273357"]I'm starting to get the feeling from all these threads people expect greatness just handed over to them.[/quote] I don't expect that the level X champion that I recruit is as good as I would have made it, if I were to recruit him/her at level one and build him/her with a specific purpose in mind. What I would like, though, is that if there is a level X champion available for recruitment, then that champion should have at least X trai
[quote who="rvgr" reply="10" id="3273700"]How many factions will the Anthys map be able to comfortably accommodate on the Huge setting?[/quote] This is a game about world domination, uniting the world under the rule of the benevolent leader whose iron fist has crushed the life out of all opposing factions. There can only be one answer to this question: one, and only one, faction can be comfortably accommodated on even the largest maps available. A restatement of a quote
It would be nice if all the heroes had at least as many traits (including upgraded traits) as they had levels, instead of the system we have right now where it seems like some of the heroes paid through the nose to get basic skills and equipment, and other similar heroes were showered with blessings. I can understand, to some extent, losing a trait or two for a couple pieces of really unique equipment (a spider mount or whatever that lightning bow is called, for example), but not for basic ar
I support this suggestion. Also, perhaps have the city go independent (or have a chance of going independent) and spawn a reasonable army with a random sovereign (chosen from champions not found in the current world) if this happens too much, or to a city which had a high level of unrest.
One thing to know about trade caravans - they provide sight into the area around them, so they act like free scouts. Monsters at least used to eat them, I don't know if they still do because I rarely find the AI to be trustworthy enough that I'd bother making treaties with them, but that's just because I'd as soon conquer them before they decide that they should conquer me as let them live in peace while we both build up strength for a later war, at least if they are neighbors
I do agree that the rivers are somewhat ugly, but you're playing with a rectangular grid where the rivers cannot cut across on a diagonal (at least, I've never seen rivers cutting across a grid square along the diagonal). [quote who="elruskovii" reply="6" id="3272107"]Especially the non water ones/ they kinda break the visual unity of what you see.[/quote] What non-water rivers? I cannot think of any non-water river I've seen in-game. [quote who="dangerlint
[quote]The Strength Trait Should Be Removed[/quote] The reason why the strength trait shows up on every unit is that the weight capacity of a unit without either muscle or strength is so low that if I want to put a full suit of armor on my units, I: am using only leather (15 total weight, plus 5 for Wooden or Round Shields, 10 for a kite shield, or 15 for a tower shield), in which case I can use daggers with any shield, shortswords with any shield but the tower shield,
[quote who="Glazunov1" reply="15" id="3272068"]Does anyone else find them financially feasible?[/quote] Yes, but only when I'm so far along the road to victory that it doesn't matter if I spend 1 gildar per turn or 10 gildar per turn on a single unit, and at that point it isn't like I actually need additional units like these in my army, it's more of a 'well, I've got the gildar to blow, I may as well blow it on something I for some reason bothered researching
[quote who="Lord Xia" reply="56" id="3271200"]The main reason to use maces is the same reason it was in real life, they're cheap and any fool can use them. They don't take resources. This means that if you are stuck in a game (like I was with 5 cities, and not one damn ore of metal or crystal), you can still pump out units that can do some damage. Are they as good as those that cost iron or crystals, nope, but if I don't have them, or are using 300 metal for my knights, but want s
[quote who="Kongdej" reply="50" id="3270848"]Quoting SOLOSOL, reply 48 Well this kind of threads are good to extract ideas, but it is hard to get to a point everybody is satisfied. I think you will find that some of us will be satisfied if we just see atleast 1 or 2 proper uses for maces, and a use for trained squads, for axes. So I will atleast consider them once in a while. Sincerely ~ Kongdej[/quote] I'd agree with Kongdej - if maces were a
[quote who="DsRaider" reply="16" id="3269650"]I really think all axes should be made 2 handed and all swords one-handed. It's annoying that they currently overlap so much. The current selection of weapons is all muddled and confused. Axes shouldn't upgrade into swords and vice versa. This would make them easier to differentiate and balance, right now axes are just swords stupid cousins.[/quote] Either this or developing the upgrade system so that there are clear lines of devel
[quote]i was wondering if the treasury was working as it should[/quote] It looks like it's giving you 1% interest on your current treasury, and treating that as city income. The 1% interest is alright, but I'm not sure that it is supposed to add to the city income and gain a bonus based on city gildar bonuses, though. Also, that the interest is affected by your tax rate seems wrong to me.
Don't dragons have the 'Immune to Fire' trait? If they don't, they probably should have it. If they do, it should be checked to make sure it works.
[quote who="Kongdej" reply="11" id="3269563"]It will... I agree with the OP except that I find spears being rather good for its armour penetration and piercing damage. Axes are rubbish they really need a something on trained units, maces are plain awful for the heavy weight AND severe initiative penalty, bows are ok, but I find staffs are better all-round since they ignore defense. Another reason axes and maces loses to swords and spears are the traits "Muscle" and
[quote]Spears: Spears have armour penetration, which is very useful in the lategame against plate armour. The immunity to counterattacks also makes them a good counter to swords. However, i feel that their damage just isn't high enough, and unless you're playing krax, the inability to use a shield with one kind of cripples you defensively. Given the long reach of a spear, i feel that spear type weapons should have an inherent initiative bonus (more than swords) or that they
[quote who="KingHobbit" reply="12" id="3269418"] Although it is easier to negotiate from a position of strength. If you are 300 points behind, there is not much incentive for another faction to ally themselves with you and declare war on the faction that is 300 points ahead of you, and 150 points ahead of the one you are asking.[/quote] On the other hand, if you're 300 points behind the leader and someone else is 150 points behind the leader, then an alliance between you and
I'd be fine with moving some of the special units from blood traits to faction traits (slaves especially - Slave Lords is kind of crappy for two points in the faction creator as it currently is, and they make little sense as a racial attribute rather than a faction ability). As for Henchmen, I'd agree that getting them as an Empire makes Sions worthless, but perhaps they could be re-worked into a Kingdom equivalent of Sions rather than a Race of Men better version of Sions. Or
Why? In my opinion, Wraith Blood is the weakest in the game. It gives you +3 health each time you kill something, but costs you 1 health per level, and might unlock the Zealotry (-1 health per level, +3 initiative) and Hallowed Rite (+3 mana per kill) unit traits. Zealotry means that your units gain no health per level, Hallowed Rite is kind of useful, but only if you make certain that the unit that has it gets most of your kills. Moreover, the Demons unlocked by the Binding faction t
[quote who="DeadlyJulia" reply="19" id="3267066"]There are also these snakes having jewels in their body (forgot the name). They have a special attack (poison?), are they useful as a beats? They have 4 moves and about 120 hp, making them agile while having a bit more health then the skath? Don't know, haven't tried them..[/quote] I believe you are referring to Ophidians. Speaking of, I'll also throw a vote to Ophidians, and also to any spiders
[quote who="jintegrity" reply="58" id="3266921"]MANCER gain +1 accuracy per level. While I suppose this can add stability to higher level units, it is arguably worse than the Wraith racial (keyword arguably) in that it has minimal to no impact for most of the game (or all of it, depending on your playstyle).[/quote] I'm told that Mancer blood also gives your units (maybe it's pioneers?) the ability to build roads. I'm not sure, because I've never played a Mancer factio
I would agree with having stationed champions gain some amount of experience per turn, because theoretically they are doing some form of politicking or management while in the city. (Where else does the unrest reduction come from? Threats of being killed? They still are doing something, like military parades and drills, or management of construction, whatever.) Champions with Path of the Governor should get more experience per turn than non-governor champions, and stationed troops should gain
[quote who="rvgr" reply="13" id="3267042"] Quoting Lord Xia, reply 10It would make more sense that the AIs gang up on the most powerful nation, not the weakest. Actually, that wouldn't make any sense at all. It is far more logical to kill the weak and use diplomacy to prevent the strong from killing you. Dogpile also makes sense: the A.I. has better odds of defeating you when you're already engaged in another war. A.I. sovereigns aren't auditioning to