would be funny if 75% plus 66% = 141% and it rolls past 100% resetting and you get 41%...
ElanaAhova
Thanks all, seems I have been building lots of useless buildings. SO the global improvements don't stack, either. One butcher is all you need build, yes?
Yes, does help. So when it says food +20 -> +20 (yellow or green) it means this improvement won't add 20 food?
Actually, shouldn't pioneers require pop, and food?
I am confused about some of the 'bonuses' listed on the settlement - build screen. Some give unrest reductions, some give bonuses to production, research, or money. Some are global -applying to all settlements, some affect only the local settlement. OK. The display always shows two numbers separated by a right pointing arrow. Now, what is the significance of the colors the numbers are in? If the numbers on both sides of the arrow are the same, does
You are right, there is serious info overload. Have you read through the manual, the monster manual, the spell manual, etc. Some dedicated players put these together and they are available on this site. Specialize. More specific to your questions; One thing that would help is to look at the special weapon types available to some domains. One has neat staffs that also add to dodge, making them harder to hit, and getting a hit back (counterattack). One has access t
haunting sound it is... nice.
Yes, I agree with the idea of a capitol city. many good ideas above ^^^. Nice! Perhaps a palace might also be added... one that also decreases unrest in settlements close to the capitol. One of the reasons Versailles was ordered built by the king of France was to keep all the nobles close by, and watched... so as to be less likely to revolt. Just my duo francs
all i got was this rusty breastplate? All the glitters is not gold. jk. seriously, i think some of the rewards just don't scale with the stage of the game you are in. How many junky leather boots do I need? (sorry Mrs Marcos!) I agree with ^^^
Yes, scout did not die. But in anther game, I forgot to move the scout and.... battle... and defeat... and dead scouts... lol. Hey, if you are right, and the AI only looks at how many defenders are reinforcing the settlement garrison, then its worth the expense of having lots of cheap troops on duty... thx... good to know.
LOL. the 'sacry' part was for fun, storytelling. Do you know for sure that a few cheap militias 'scare' them away. In a battle, the militia would be ground to dust (very early game).
The colors and devices (shield designs) displayed on the settlement info bar are (sometimes) difficult to tell apart. May i suggest the shields be designed so that all have four quadrants (many already do). Instead of placing the identifying symbol over the entire shield, place it in the upper right hand corner. That will leave three quadrants left for other information. A subset of icons could be generated and used in the lower left hand quadrant to distinguish betwee
@bernietime I like your idea of road building being a 'trait' one can design into a trained unit. I just don't want the automatic road built between settlements (and later outposts) to also disappear. I would like both.
Strength and muscle traits give the same results, a +1. One is more expensive than the other, (I forget which is which). But they are not 'identical' in the sense they stack. This means if you want to train (design) a troop-type with (str?), you have the option to train them with +1, and the option to train them with +2. If you want the +2, it costs more them a mere x2 of a +1. In short, if you just want +1, choose the cheaper option. If you want to
Many of us have cringed in terror when our fledgling domain sights an obsidian army near the border. Very young sovereigns know even one obsidian golem will destroy all. Game over. One tactic I tried worked. I trained a weak scout unit and sent it to be near the golem. The scout would move adjacent to the golem and then immediately move one space away, in a direction away from the (owned) settlement s. Most times the gole
upgrade screen is nice... thx
Way-points are not there, you did not miss them. My biggest concern is having small units/heroes, traveling along and 'stopping between turns' adjacent to a much stronger nasty. Perhaps some way to warn us it going to happen?
[quote who="BernieTime" reply="25" id="3342083"] Kids nowadays. I'd like to transport you back to the mid 90's when patches and updates only happened once or twice if you were lucky if at all. Those updates may have been Months to years after the project. Unimpressed with the rant of self entitlement [/quote] or the mid 70's when gaming was on paper, and updates NEVER happened...
Agree with above. "excessive' loot on surrendered sov is tribute, not a bug. Now, sov not equipping best kit available is a bug.
So... "a penny saved IS a penny earned." JK... (but b Franklin wasn't).
Stealing spell trees from henchfolk and champions ought to 'cost' something game wise to make it an 'interesting' decision. Right now, steal the gift (and kill the champion) has very little down side: Downside: the typical champion can't be placed in a settlement to reduce unrest 5%. Killed by stealing champion not available for 'other' duties. Upside: Guilder salary saved (not paid each turn); spell tree is in sov, so advancemen
and give roadbuilder a horse, and roads get built 3-4 squares a turn...
[quote who="Sanati" reply="1" id="3340476"] You can get bonus by traits training a unit in a leveled fortress.[/quote] may i ask, which choice must the player make when a fortress levels to five, to get the extra traits? I have not seen this. Does this require a specific blood, or difficulty level?
Monsters go to town to dine: they eat their fill, and leave...(if they kill all their 'livestock' there will me none available when they are hungry later). Game effect: monsters go into town and consume 'some' of the population, and destroy (some) infrastructure. They leave, and wander around (or go to their lair) sated for a time . They will be back to nosh on the residents again later. Humanoid 'monsters (like bandits
Excellent discussion above. One comment about archers: Archers (excluding crossbow?) don't shoot through allied troops, they shoot a volley of arrows over the friendly troops. CB is direct line of fire, so, should hit friendly troops in the way, as well - unless CBs have a height advantage...