In my experience you want to prioritise Gold and Research. If your town has more than about 20% unrest you might also want to look at lowering unrest. Gold is used in unit upkeep, rushing production, bribing other factions, and for purchasing hero equipment. Research is used to improve your units, towns and heroes. Increasing taxes lowers production and research, so you'll want to have as much non-tax gold production as you can.
wraithstalke
Devouring their souls with your sovereign to cheaply bookstrap magic skills? I mean you need Decalon, and some way of gaining them XP, so its not exactly massively easy, but its a cheap way to get lots of spells on your sovereign without having to burn 16 levels on elemental skills.
Ah ok. Thanks.
I am currently playing as a kingdom of men, with access to the henchmen technology, and the decalon, and I have a couple of questions. I know that champions have their own list of often unique traits, but henchmen appear to gain access to enough traits to be comparable in effectiveness to a champion. Henchmen also appear to gain all the "Trained Units gain" buffs from the town they are trained in. Are henchmen functionally identical to champions in all other respecs?</
I lol'd
I'm playing through the Early game at the moment and when the AI is fielding level 6 champions in full metal armour with sword, board and mount it is still not worth attacking the champions till after all the leather clad, spear or bow wielding groups are dead. The champions finally have a reasonable amount of hp, but they don't hit hard enough to make them a priority, and their higher defense means you spend more turns damaging them. And oh god, the ear
[quote who="S_Holmes" reply="24" id="2845273"] One culture has the "Egalitarian" trait, which allows you to have female soldiers. Okay, I'd like an actual answer to this - why does it cost any points at all to have this trait? It is purely aesthetic, and offers absolutely no mechanical benefit.[/quote] I have no idea why it costs points, in 1.09t the base human peasant (a male) has +2 hp over designed units, so making a female with egalita
[quote who="GW Swicord" reply="43" id="2839750"] Now that was a rant [/quote] And of course, being Australian I must add, "That's not a rant, THIS is a rant!"
Look I like the game, aside from perhaps too slow a pace of early game, maybe too weak AI, and a feeling that wandering monsters are the real enemy, but honestly, the magic system has been weak for while. Aside from single target damage, a variant single target spell, and AoE damage and some 2D town buffs, there is just Teleport and Summons atm, 1.09n has brought in some meaningful combat buffs and some flavour to the game, but it's still not there yet. And we had relea
[quote who="Istari" reply="15" id="2831056"] Quoting goodgimp, reply 14Because turkeys carry tiny bits of Jesus in their waddles, each and every one. Goodgimp, your avatar freaks me out, and that makes everything you say roughly 25% weirder and scarier than it normally would be.[/quote] Looks like Buddha crossed with Teal'c to me.
1) The AI does not appear to give a priority to defending it's children or spouses in war time, I seem to often be attacking a son or daughter who is wandering between cities undefended or finding a spouse armed only with a spear defending a town.
[quote who="TLamming" reply="53" id="2815907"]make the game like master of magic and then build upon that!!![/quote] This. No really, that would be great, please! Well, except for the Great Drakes and Elf Knights.
@John_Hughes: Thank you very much! I'm kinda thinking this is all going to be irrelevant very quickly once they release the in game item maker, what takes like a couple of minutes editing xml and a little longer to find mistakes will probably take no more than a couple of dozen mouse clicks!
I think the magic system should be changed to be more like the research system, and made more separate from the worldly tech system. For instance currently magic is a tech tree, which unlocks the spell books, but the arcane research unlocks the generic spell levels, and you can research any spell from any spell book you upto the generic spell level you have learnt. As a direct result you are encouraged to cherry pick the spells from all the different books you h
Most of the female armours were the unique armour of the premade faction sovs. I assume, rightly or wrongly, they removed them because the premades were starting with powerful gear compared to created sovs
@John_Hughes: They're only available to custom sovereigns (in creation) at no cost. Allowing you to buy armour in creation, which is better than padded, probably unbalances the game somewhat, even if they had a cost associated with them (owing to the multiplicative effects of Dexterity). Since all the armour is available at shops, after researching the relevant techs, you should probably start your game without taking any of them, and just buy them at the store in game. They'r
Basically I want to be able to create more "slots" for items For instance, I know armour (chest armour for instance) is usually a chest piece, some shoulder pieces and often an undershirt and or a set of upper arm armour. I know the chest piece has the tags Torso Surcoat And that these tags tell it which pieces it cannot be used at the time as.
@kyogre12: Sorry to be a pest but can you please change the name of my mod from Breastplate and Thighguard to Altered Armour Mod? It's sort of changed from one thing into another, thanks!
@Capn Darwin: What mod are the Bladespirit Greaves from?
@mp8481: In any case, if something looks strange it's probably wrong, so I'd appreciate it if you told me.
@mp8481: This adds armour to the sets described as "Amarian" inside the corearmor.xml file. These armours are usable by all the races of men (the Kingdoms) and any empire that uses Wraith as it's people (the armour sets are only for the slimmer human shaped races but are available to both Kingdoms and Empires) This should work with Barranoids mod, as they add in different items, with different internal names.
@Sabbathiel: Good call on the female boots, they are quiet skin tight and would fit under the calf armour well, I'll go and include some them in the next version.
@Barranoid Tech Light_Armor_Amarian 0 Tech  
@James009D: They are easy to recolour, just use the command 0,255,0 for metal, not sure about leathers. (The command appears to be put in the section of each rendered piece, I think. @Barranoid: They should be ready to use, but please, tell me if I've fouled it up.
Hey James009D I remember you wanted gloves as light armour, so I added them in the updated version.