CdrRogdan

CdrRogdan

Joined Member # 3568742
106 Posts 442 Replies 15,730 Reputation

There should also be a unit trait (either ythril exclusive or available after a certain tech) called 'Reckless' : -20 Accuracy -2 Defense, +3 Attack that adds 12 (or it's adjusted equivalent) to unit production.

20 Replies 12,631 Views

I'm all for upgrading the strength of ythril as a faction, I was just pointing out that their racial trait is exploitable. How about this: Trait: +20 Strength +1 Attack, Juggernaught, Cannot use Ranged Weapons Expert Trainers: +1 Level for trained units, +1 Accuracy Per level, Starts with training tech Hardened Warriors: +2 Defense, +20% HP, 75% clink chance (instead of 50%), Great Axes Or &nbs

20 Replies 12,631 Views

The Ythril racial bonus, unlike other racial bonuses, does not come with any penalties. Tarth's only works in small armies, Paridin gives -1hp per level, yada yada, while the Ythril both gain a special unit type and 20 str +1 attack - very powerful! The No ranged weapons should be tied to their racial rather than being a civ penalty, (so that custom races can't exploit their amazing bonus) and the bonus axes should be tied to one of their other traits. The

20 Replies 12,631 Views

While I am aware that one of the benefits of trained units is their damage soaking abilities, the difference is far too vast compared to other constructable units. A good example of this is the iron golem for the gilden. It gains 4 hp (5 with racial) per level as do the regular units trained by them. This means that a unit of 5 soldiers will start with 50 hp compared to 84 and gain a whopping 20 (25) compared to 4! each level. Given that the armor difference of golems isn't especiall

16 Replies 10,242 Views

The quest scroll is part of a different trait. The +1 presitge and double xp from quests is the other trait. They pair very nicely together. The fact that quests start as 'strong' is probably a little much. They should be based on the users level (up to deadly). I was going to write up a new post about sovereign starting trait balance... Currently the only good ones are: -50% Unit wages +25% Armor to all units +50% Sovereign Spell Damag

69 Replies 24,423 Views

I'm okay with idle bonuses, even if I rarely put them to use. You can actually see the type of idle bonus the city is getting (if any) in the city display bar. My biggest concern is that they often come to early. My guess is that they were implemented to make rush researching the civ tree less impactful. I honestly haven't tried bee-lining warfare instead so I can't say if they are working correctly. Given that research comes from city levels though, and how much a differenc

32 Replies 12,724 Views

Personally I think this was a mistake, espeically given that procipinee starts with enchanters (those books that teach spells), which isn't nearly as good when you consider life magic now has the means to steal spells already. And as mentioned above, steal spirit does not seems like something a good nationed wizard would do. Even if they changed the name to reflect a personal sacrifice on the part of the champion this should still really be available to death wizards.

3 Replies 3,418 Views

@Madcatter if you are going to provide an elemental level up option it needs to be level 5 or the power of spells will very quickly get out of hand. You could easily blanket the world with level 3 conclaves and cast blizzards doing hundeds of points of damage. This is already an issue with the Pyre of whateveritsface at level 4.

26 Replies 18,937 Views

Fully agree on this. Consulates are the most rediculous, but some of the others are powerful too. The whole 3 turn limit was back in a time when there was very little to build and was meant to prevent cities from being instantly finished doing everything they could. There are now enough buildings that I often cannot complete them all before the end of the game and this 3 turn limit is no longer necessary. Not to mention it functions poorly with the idle bonus that is rarely utili

8 Replies 3,712 Views

Altar is good! You did not even use altar's defining trait - summoning quests with his scroll and completing them for prestige. I had all my cities maxxed in no time because of this and the horrible rng for item rewards wasn't a factor because I had so many quests to complete. Admitedly I did not use his special champions either, but you should really be trying them out before making such an as

69 Replies 24,423 Views

Essence is exponentially powerful and would quickly get out of hand. No spell or ability should be able to infinately raise essence. 200 mana is too cheap for +1 material or grain. This also runs a similar risk of inifinity (though not as major). For 50-100 mana switching 1 grain with 1 material (or vice versa) would be fair though.

3 Replies 1,380 Views

Fortresses give +2 levels, and while that may equate to +8hp, it is not a permanent bonus, and the difference between level 1 and level 3 is minimal. The bonus for defense from buildings is +6 if I recall correctly, not +10. You are also overlooking spells that could break this: grain + hp.. Additionally, the benefits from city levels come from researching the civilization tree, which provides research, growth and production, while the benefits from the fotress buildings require

26 Replies 18,937 Views

Towns can't build growth buildings until they become towns. So they reach level 3 faster, but not level 2.. I also said that Conclaves get +1 grain not +1 research which is important for those first city level up hurdles. It's also important to note that not every faction will this be as beneficial. Altar for example can quest rush for rediculous prestige making the bonus growth from town improvements quickly seem meaningless. Essence is exponentially better th

13 Replies 19,431 Views

Neither of these effects should have anything to do with when the player acts. Their effects should have a set timer within the action menu (similar to how delayed spell casting works). The poison damage/regen effect have a little icon in the list and occur seperate from player actions. Currently in order to make the most out of regeneration your character must not use a heavy - seemingly tanky - weapon. It should also be noted that running around with a dagger makes regeneration stronger tha

1 Replies 1,975 Views

Champion armor and weaponry -needs- to improve with level. It's currently a crapshoot to win or lose with a hero-style victory. Did your enemy get the shadow broadsword and the toxic dagger while you got a boar spear? Too bad! I've mentioned this before, but it would make considerably more sense if: A: Champions used weapons differently than regular units. That is to say that a champion with a short sword attacks x times based on his level and y

12 Replies 4,223 Views

Sean I'm confused as to how you come to the conclusion that towns are better for research. The difference in essence of a conclave will always be 1 higher, and thus always provide 1 more growth from soveriegns call which is the maximum growth bonus (unless idle) for a town. You will also have more food from the grain spell, so the first city will be larger. The bonus from slums is nice but level 4 cities aren't reachable until further down the tech tree (past consul

13 Replies 19,431 Views

Well I'm with sean on the idea that global effects are what we want to go with for level 5 cities - other than for high essence cities, they are hard to reach. I'm actually not really a fan of towns giving bonus food to other towns though as it causes a looping effect both for the base buildings and for level up options. Your suggested level up options seems a bit on the high side I might add. I presume you've got a whole set up alternate level up options to bal

26 Replies 18,937 Views

@Goon.. Well I guess I see how this was missed.. but lets look at it this way: You have a town or a Conclave both with +50% gildar and +50% research while idle, but you also have a governor in that city for growth/unrest bonuses, that is not gaining experience because you are utilizing the idle bonus. On the other side of things, lets say you don't have any idle bonuses, but have finished constructing all the buildings you need in that city. You now must train units that you do no

40 Replies 98,049 Views

Growth improvements are available one of three different ways: Town improvements (this is actually pretty silly but whatever) Soveriegns Call (researchable spell) Consulates (upgrades to outposts) The fastest and gamiest way to grow cities it to surround them with outposts all with upgraded consulates.

11 Replies 5,159 Views

Sorry I just thought you were confused. Keep in mind the wording for accepting should be 'demand tribute' for you to gain and 'offer tribute' for you to lose. If this did not occur and you were being penalized a negative value value in gildar per turn when you 'demanded tribute', you have found a bug, and should report it as such (move this to FE Support via the edit drop down and rename it .95 Bug).

8 Replies 8,425 Views

Gaining experience for buildings increases the micromanagement required and is not something I would recommend. Passive bonuses for being present in the city are much more sensible, and doesn't require 'gamey' activity. Plus with the new idle bonuses to towns and conclaves this would be counterintuitive. The adventurer's guild I think is a hommage to Fall from heaven, becuase no one, not on drugs, would think it was useful. This is especially true since the experi

40 Replies 98,049 Views

So when you find an apiary you get more soil? Fertility actually makes more sense, but that's confusable with growth. Seriously though it's not a big deal. They just used grain to represent a type of yeild. They could have called it dirtcloddam and it would serve it's purpose.

35 Replies 87,130 Views