My basic rules are: 1) If there is no or only one essence it becomes a town! 2) if it has 4 Production and a forest (logging camp) it becomes a fortress 3) everything else becomes a conclave 3b) If I feel like mana and research is enough the next setttlement will be a town insteat of a conclave Of course these basic rules have strategic exceptions: -a narrow landbridge that will be frontline will be fortified with a fo
Chiarden
I would have another suggestion but it seems to be a lot of work... Basicly we have 6 kinds of beats that can be tamed, wolves, bears, wargs, spitting spiders, biting spiders and reptile like things (umberdroth and co). These beast races exist in different lvls (for example: bear cub (1), bear (3), cavebear (5)) but even if a bear cub reaches lvl 10 it would still be a cub not learing any trait or getting any +/lvl on dmg, def or anything else but the basic +1 to
It would be nice if in the city list (Govern -> Ledger) the tooltip for food (city -> details) could be shown as tooltip for city lvl. Since that field has currently no tooltip anyway and available food dictates the possible maximum of a cities lvl it seems to be the perfect spot for that information which otherwise can only be checked by selecting each city (even the tooltip of the city icons on the left doesnt show anything about available food).
[quote who="mttriglav" reply="12" id="3276936"]Also...how could they rush a settler at start if they first have to research technology which allows rushing? No matter what the player does, they DO have to wait a few dozen turns before they can rush anything...[/quote] You can get the civics tech as a faction bonus for free, though.
[quote who="SOLOSOL" reply="33" id="3276719"] Quoting Martimus, reply 32I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts. This comes to be an interesting option too. Thinking about it, I would change the threshold to mmm...25 HP? This way, low beasts are tamed without need of
The best thing in FE?? That is one tough question becasue I love/like so many things in this game. If there can only be one I guess it is city development. I love how I can make my cities snuggling with the vast forstes I preserve and placing each building in an RP context (workshop near the iron mine, cleric tower at the life shard that will become the true heart of the city, belltower not to close to the horses to let them find their peace). I even find myself switching doze
The differnet tiers of traits always are cumulative. Mouse-over the stats they effect, not the trait itself and you will see the bonus from each tier in the tooltip (works for everything but +% exp).
It would seem logical that with this weakness mounted warfare and warg riding should get deleted from the military tech tree completely (-> no stables for outposts). As for the question of havesting maybe horses and wargs should be handled like a food source in that case... never tried warg but horse meat... yummy ;)
The problem isnt with the immunity but with the spitting acid ability. Even though one might think that it is poision (green debuff icon and taken dmg animation) it doesnt say anything about poision dmg in the description. That doesnt mean that it is neccesarily wad because afaik it is the only thing ingame that has no specified kind of dmg with the result that there is no possible counter to it (cant douge or resist spell/skill, dmg is not reduced by any kind of armor or resista
Well, I agree that the BL is a little overpowered but mainly because rushing is to easy in early game. In the long run the BL (with no military tech) not only might get problems finding new beasts (in my current ridiculous epic game I had no respawn in any of the mob camps for 250 turns) but is also restricted to units that have almost no armor (5 def at lvl 10+ is barly anything) and do only cutting dmg (and some poison but the immunity to poison seems to be the most p
[quote who="EddyGamerLP" reply="3" id="3274389"]The problem with this is that there would be very little incentive to producing the unrest reducing buildings. It would be much more efficient to produce units as it would both lower unrest but also increase your power rating which has value in itself for diplomatic purposes and obviously military purposes.[/quote] With the suggested 0.1%/lvl you would need 10 lvl 10 units to replace a belltower. Sure it raises
While I agree that manuall road building is a pain right now (the toggle idea would end that) I definatly prefer my own roads to instant ines. The worst thing about the instant roads is when at turn 35-40 (epic) 6/8 capitals are allready connected by one AI that power researched roads. Within 3-4 turns (without horses or a stable network) everyone can reach you so that questing/hunting 5-10 tiles off-road with my sov is allready an invitation to declare war on me.
How about something like 0.1-0.2%/lvl? That way you cant fill up your cities with scouts to get tax benefits I like the idea for sieging and would suggest to disable the option to rush production while th cities HP go down to ensure that the sige has to be broken from the outside.
Reguarding the lvl X with at least Y traits (while X= A lvl 9 champion with 9 traits has allready the disatvantage of a higher chance for bad combinations of traits compared with a 5/5 or clean 1/1 not to mentuion that even if (s)he is a "perfect" build (matching traits) it may not fit into my strategy (worst case, low dmg tank like my sov). The basic of sov/champ/hentchman progression is to gain one trait each lvl why should "older" (m
[quote who="Winnihym" reply="77" id="3273310"] I'm still struggling with why it's such a bad idea to have traits that allow for normal units to cast fireball every 3 turns, or heal every 2 turns, etc. I can see it quickly being overpowered, but, as you say, if there's a good system in which those plusses are balanced by thought provoking minuses (cannot wear armor or wield weapons other than dagger or staff if casting spell, plus initiative comes with minuses