War colleges are pretty far down the tech tree, while the bonus initiative and hp is acquirable right away. Conclaves get one additional essence so the bonus is 2 higher than the same essence in a fortress. Plus for archers/mages the armor is considerably less important.
CdrRogdan
Yeah I forgot about the mana one and messed up the costs a bit. So far troops haven't proven useful compared to champion stomping - they take too long to build, but my opinion might change with magnar or gilden. Grain determines how large your cities can get. A city with 4 Grain and 2 essence can easily become a level 5 city with or without the enclave bonus if you have both the +25% food and +1 grain per essence. The city growth bonus is also OP, (a max town can only get +3
Reducing spell schools from 5 to 3 and starting level 1 fire with flame dart would go a long way to making this viable.
I'm pretty sure that you don't have to pay gildar per turn - it is an up front expense. I'm also pretty sure that the AI was giving YOU gildar to make a treaty with them. Doing so prevents you from declaring war for x turns. I'm unsure what x is... In any case they typically do this prior to expansion efforts near your borders to prevent you from attacking. It's actually pretty smart !
The available city spells are: +2 Initiative per essence: Cost 40 +2 HP per essence: Cost 40 +1 Research per essence: Cost 5 +1 Mana per essence: Cost 0 +5 Production per essence: Cost 20
Here is the list in Full: Level 3 City Improvements: Conclave (Level 3) +1 Essence +20% Research when Idle +10% Resarch and Scrolls Town (Level 3)
Spell levels should be reduced from 5 to 3 and have level requirements before being learnable.
I like split xp. Plus.. you are completely overlooking that experience ramps exponentially. Getting double the xp is likely to allow your unit to reach level 10 instead of level 9. Putting a bunch of champions together in a stack does =not= reduce exp, it simply reduces the speed at which you acquire it. Consider that there are x monters/faction units around to trounce. Doing so with all your champions at once splits that bonus between them. If there are two stacks of the same enemy you
... Are you sure you're playing the right version. You should be able to undertake epic quests as soon as you start the game. The only thing that should be locked are your factions heroes.
I'm not sure this is actually the case. What I think happens is if you use a quest scroll while another quest scroll quest has been summoned or is already in progress that new quest cannot be undertaken. I popped in to report this bug as well, though it should be noted that the quest doesn't 'do nothing'. Instead it creates the quest icon next to your character on the map, that is not removable by any means.
This is also an experience exploit, as all recovering champions are sent to the same city. Once you have completed defeating all enemy champions and their sovereign, you can keep chasing them down in the next city and getting free kills due to their low hp and full xp for doing so. Defeated champions and the sovereign should be removed from play and spawn in the city with 50% hp after the 5 turn duration has expired or at the very least recover in a random city location so they cannot
Mantle of Oceans now requires life II and water II
Prisons are supposed to provide -10% unrest empire wide per prison, but instead provide -20%. Edit: The altar thingy (level 5 fortress upgrade) also provides double for a whopping -60% in all cities =x
For each champion you have in a stack that stacks moves are increased by 1. Exploitable much like the compass was..
So I wanted some short bow archers with tarth and decided to go with a couple extra bonuses (85 production instead of 65) and was surprised to learn that the quickest I could produce a group of them was in 9 turns with a 50 production city. Given how early in the game this was, 50 production was quite high and only achievable via enchantments. In 9 turns my 3 move sovereign could trounce accross most of the map. Indeed by the time I had managed to produce 4 of these, I had half the
Supposedly this spell should be castable multiple times for a rather high cost (500 mana), but it only works on cities that have essence, and consumes an enchantement slot, meaning it isn't really castable multiple times unless you have the essence to waste..
Confirmed. Poison is also brokenly permanent. Toxic dagger ftw....
So as far as the first issue is concerned, any city without at least 3 outposts with consulates surrounding it will perform very poorly. I'm not sure if this is a complaint really, since it gives me something to do after conquering the world, but the micromanagment required is massive. Additionally prestige quickly takes a backseat into uselessness once this is researched. Prestige (and town improvements)* should either provide more growth than they do currently, or consulate impr
The blacksmith and forge are supposed to provide +4 or +2 respectively to all defenses of units trained in that city, but the bonus is only applied to blunt.
The academy (level 4 city) says it provides +10% research to all cities, when it only provides the bonus to the city it is built in. 10% research to a single city compared to a fire shard is pretty sad I might add.
So when there is a city with 3/3/1 right next to a tile that has 3/3 and is closer to being within 'REX' there is no reason not to build a city on the essence tile, but the computer apparently believes there is. I do not believe the computer is aware that essence even exists currently, and their build locations needs to be addressed.
Same here. I wrongfully believed all enchantments worked this way while it is only regen that is borked. Cities though.. frustration to the max.
So there is a little tooltip that shows up that lets me scroll through monsters in my territory, but there is no tooltip other then an onscreen message that declares "something somewhere, within every single available tile in your empire, has been destroyed" > On the same topic when a resource can be upgraded (and awesome work on not requiring ci
So I've had this occur rather frequenty and I believe I can duplicate it. During the first turn in combat (so far is has always been my soveriegn) with another faction that unit loses their ability bar. Not just spellcasting either. Potions, attacks, and even the wait command are all unavailable. This starts occuring the first time that auto-combat (not auto-resolve) is used while fighting against another unit. I'm not sure if it has to be against another faction. After this p
Arrows fired from a unit do not originate from that unit. Rather an arrow fires from accross the screen to strike the target seemingly from nowhere. If this was meant to save resources needed to calculate the ranged units location, the arrow shot comes from too far away. It would be better if a little icon appeared above the units head of an arrow before inflicting damage rather than have the shot fire from a great distance.