[quote who="malekith" reply="27" id="2760743"]Until there are better UI tools to manage a large empire, I'd also like to see some of the emphasis moved away from rapid expansion. My pet idea is to increase the civilian cost of pioneers, tie city productivity more closely to population, and move prestige to a global stat that limits the overall growth of your entire empire. [/quote] Why should they be expensive? Once you have enough money, the costs are meaningless and you w
ealinnara
What are the benefits of founding cities? I think you can sum it up on increasing influence (less monsters and more targets for teleport spell), gaining resources and training armies. How about decreasing the number of resources or centralizing them, so that you don't have to build a new city for every one or two resources you find? For the influence thing... outposts? Or some kind of influence-generating magic tower/rod/stone/building? And traning armies may
I always tend to play Empire and until now I had never any real problems with food, even if I had 20+ cities of lvl 3+. There isn't much to do other than picking three or four cities to specialize on producing food. There you do the following: - Use both building with the +25% food production - Use as many caravans as possible to increase the food output - Try to get a few of those champions who give each a bonus of +20% and put them in the city with the highest
I don't know how it was back in the beta, since I never took part in it, but generally I dislike any kind of mechanism which limits expansion in a stupid way. With stupid way I mean scenarios like exponental rising 'administration costs', illogical limits like 'we cannot have more than three cities, because... well, because!' or ridiculous expensive settler units like 'Milord, this settler is the same you trained yesterday, but he costs us five times more'. Of course, f
[quote who="p22" reply="4" id="2759724"]Looking into XML files, there was supposed to be dispel spell in the game (check CoreSpells_LIFE_Strategic.xml), but was cut. [/quote] Who needs the spell if all you have to do is to select him and dispel his summons? :D About ten minues ago I met him for the second time... guess what happened? I got rid of another two summons and laughed while giving Relias a taste of superiority through 'super-hyper-assassination'. I can l
I don't know if it is a known bug yet, but in case it isn't, I wanted to make sure it gets fixed sooner or later. :) Anyway, just a few minutes ago I ran into the enemy sovereign, who had summoned the Stone Giant and his Spy. I clicked on his stack to see what units he had with him and there was this tab called "enchants", you know, the one you also have on your own channelers... so I thought 'cool, lets look what he casted until now'. That's still okay, but the
For some reason, your and other sovereigns' offsprings always get the talents "regeneration" and "clarity". If you want your sovereign to have that too, you have to mod him/her before starting the game, since there are no in-game options to catch up on that later, at least none that I am aware of right now. :)
[quote who="Austinvn" reply="23" id="2735280"] Unfortunately, if you couldn't move after attacking you'd simply switch to a bow to kite, it just cuts the melees out of the picture. Really there must be a better solution that works equally well for ranged and melee - like splitting attack and movement speeds in some way, such that faster attack speed from a weapon or level up doesn't have you racing across the battlefield faster too. [/quote] What about the concep
In most of the games I recently started I had abundant females running around, so it is - like resources - depending on luck.
The problem there is that you have to give capable channelers to another faction, where they usually spend their remaining time doing nothing. But thanks for the answer, maybe I can arrange it with a mod that all the marriages are belong to me... [e digicons]:grin:[/e]
Is there a way to keep your dynasty within your own faction, instead of giving daughters away and/or asking around if some random sovereign happens to have an unmarried daughter? I mean, by the time you have children there are tons of hired adventurers, advisors, researchers and merchants, so I wouldn't have to spare my opponents because of their children. And before someone says 'but royalty should stay within royal bounds' -> 1) As Sovereign you marry some random guy/girl and
What a coincidence that you asked the same thing at the same time. :) My daughter got 200 mana, around 50 hp and regenerates 6 hp/mana each combat turn - on lvl 1. Now she leveled up and teleports with her troops as much as she wants, changes the landscape with the abundant use of magic and makes her father very very envious. :(
Please don't get me wrong, I'm not complaining. It's just that everything seems to surpass my sovereign with ease and I don't know how to adapt other than taking him aside and letting others do the fights for him, what beats the purpose of having a mighty magician king sitting on a ton of spells. :) At least I know it is not supposed to be that way, that's good to hear, though I am still interested in learning how to gain mana/hp regeneration for the sovereign.
I've played the game for some time now and I don't know if it is a bug or not, so I thought asking wouldn't hurt. :-) Well, the thing is, while most units have fairly acceptable stats and are more or less defeatable, there are a few who seem to be... erm, undefeatable? I mean, how do you defeat something that deals several thousand damage with each attack while hiding behind above 1000 defence? The problem is, this monster regerates nearly 10% of its more than 100 hp each turn and