As usual, GFireflyE is 100% correct. There's a bunch of people on this forum who seem to think exactly the way I do. I wonder what's wrong with us, and whether we should form a political party or a support group. Not that two options are very different nowadays, in the good ole U.S. of A.
Tuidjy
[quote who="fenwe" reply="13" id="3277694"] It is still time consuming though because you have to go on the quests and do the research. It isn't as if you rush out and are able to get the AI city 'influenced' by turn 20. [/quote] It's less time consuming than you think. By turn 80, you do 2-3 quests per turn on average. By turn 100, you are flipping a city each 5 turns or so, with one stack. I was too lazy to get more than one stack doing the quest loop, bu
What's the most overpowered strategy you can think of? It should not use bugs, let alone cheats, and be applicable at as high difficulty levels as possible. It should not rely too much on a good start, but it's A-OK if it can take advantage of some factors that may randomly occur. ------------- My entry: RACE: Men blood, scouts, heroic, wanderlust, vulnerable to magic LEADER: Beastlord, air, water, brilliant, attuned, wealthy, clumsy, sword
[quote who="fenwe" reply="9" id="3277641"]Spells that allow you to take the city using influence should not be affected by this, since they aren't really able to be captured that way until mid to late game, or at least I have never had the influence to do it until then.[/quote] You're doing it wrong. You should try a "Heroic" + "Wanderlust" + "Betrayers" combo. It's ridiculously overpowered in more than one way, but in this particular case I'm talking about
I have to disagree with pretty much everyone who recommends that the fortress is built in the place with the most materials. The fortress should be the city with the most essence. The fortress bonuses do not become significant until later in the game. Until you have researched the techs allowing you to build and improve the forge and the training yard, the fortress troops are not that great - level 2 is trivial to achieve. By the time you have done your research, and
[quote who="NanakoAC" reply="8" id="3277455"]Some require you to kill all enemy armies (possibly including ones that might have wandered out of the area) Some require you to only kill a specific boss monster Some require you to investigate all caves/treasure areas And at least one (Imperium) requires you to found a city inside it, on a specific spot (it's the only buildable tile inside the walls)[/quote] At least one requires you to take over a neu
[quote who="immanuel1" reply="48" id="3277540"](1) Can monsters spontaneously spawn in the in the fog-of-war? Ie, if I have an area that I've cleared, and it's entirely blocked off by my domain, will monsters ever roam there again? Or do monsters only come from lairs?[/quote] I have not seen any monster spawns in the fog of war that could not be explained by a world event, or by my opening a dungeon from a quest (some spawn wolves, spiders, golems, ignys, demons). So my
[quote who="Trojasmic" reply="2" id="3277526"]For Hunter, make it 50% damage to everything.[/quote] That's just ridiculously good, and hardly makes sense. What, hunters are great when swordfighting an obsidian golem? If you want to keep the name and remain halfway connected to common sense, just add scouting to the sovereign... or at least forest/swamp scouting (hills/rivers will still slow him down). This would make it a solid choice.
[quote who="Lord Xia" reply="15" id="3277081"]Altar influence spam with quest maps?[/quote] Yup. Surprisingly easy. I had won with Altar before, but this time I did nothing but sit in my corner and quest spam. By turn 70 I had four henchmen over level 25.
[quote who="Glowing_Ember" reply="10" id="3277066"]hmm i would imagine the wealthy trait, for a gold influx to pay for treaties. once you have some basic treaties and a reasonable military they won't attack you.[/quote] Yes, I had wealthy, and it certainly helped. But on ridiculous, the AI starts with more than 100000 Gildar, so wealthy will not keep them off your back, and neither will a few archers. [quote who="Schweiz" reply="12" id="3277069"]How many volcanoes sp
I do not see a problem. If someone tells me 'implement a 20% reduction of magic resitance" I will multiply the MR by .80 If someone tells me 'decrease the magic resistance by 20' I will subtract' 20. Combine the two, and you get an effective -16. Just what it says on the tin. Given that the chance to resist a spell is (100 + targetResistance - casterPenetration) / 100 is seems to me everything is fine. If it looks
[quote who="Tasunke" reply="7" id="3277051"]probably Krax like ... plentiful use of the silver toungue ability, taking +diplomacy sov traits (if any) ...[/quote] That wouldn't work. No wars at all, remember? Silver tongue only works on trained troops, and not even on all of these. And standard Kraxis cannot get the influence for heavy use of its diplomatic abilities. [quote who="NorsemanViking" reply="8" id="3277054"]Does it involve very littl
[quote who="NorsemanViking" reply="27" id="3276998"]Snaking adds no strategy at all, and makes city placement choosing a non-brainer and no real choice.[/quote] Well, I think that there is an art to snaking, just as there is an art to troop design, and I know that I still agonized over city placement when snaking could get you a pier or a forest. But these are all subjective. I personally believe that snaking's main benefit is dominion push, and snaking to resources
[quote who="rvgr" reply="3" id="3277028"]Wildland monsters kept everyone super weak so that even with 4 cities you were still bigger than anyone else.[/quote] Ridiculous AI beats ridiculous monsters with ease, because of the extra traits, and the wildlands seldom keep everyone weak. It could happen, but what I did does not rely on luck to work. I had an average starting location between two willands, with two pretty close neighbors, and two not that far off. My ci
[quote who="Lord Xia" reply="1" id="3277023"]Tons of Juggs, inflated your score and scared the AI to alliance? [/quote] I do not think that this would work. Even if you are rushing for Juggernauts they will come a bit too late in the game to be able to secure peace with the Kingdoms. And by rushing for them with 4 cities, you will not have the economy to support enough of them. Juggernauts inflate the score, but not enough to make it on ridiculous. But it may
[quote who="KaiyaE" reply="9" id="3277003"]But question 2 states how I had a city attacked by the AI and I had zero militia to defend it (oops....forgot to mention that point), yet the AI did have about 3 militia when I attacked the next turn.[/quote] This is the second time someone reports that their city did not have militia when attacked. The first guy was kinda abrasive, and got dismissed by pretty much everyone, including me. But now that there is a second report, I a
I just played a game on ridiculous/ridiculous, large map, 8 AIs. I got an alliance victory on turn 149, without ever going to war with anyone. I used a standard race, a custom sovereign that did not influence my strategy much, and around turn 100, I only had 4 cities (3 towns, 1 citadel) Any guesses about how I did it? (no cheating, as to exploits, your mileage may vary)
[quote who="gstorrow" reply="43" id="3276969"]I have been doing snaking but I don't know what key to press to get back to the previous view at the slight angle which is a much better view in my opinion[/quote] [1], [2], [3], and [4] each have a preset camera view. I think [1] is the default one, [2] puts North towards the top of the screen, [3] is zoomed out, and [4] is the cloth map.
[quote who="Chiarden" reply="45" id="3276960"]We have: chance to resist = sell mastery - spell resistance[/quote] Actually, chance to resist = (100 + spell resistance - spell mastery) / 100
NorsemanViking, every one of your arguments can be easily applied to disabling tactical combat and troop design, because there are troop types that the AI cannot handle in tactical combat. I'm sure that if I try a bit harder, I can apply it to converting Fallen Enchantress into a side-scroller with one button, as well. The latter paragraph is an exaggeration. The former is not.
One treaty gives a 10% bonus to your nation's taxable income. The other side gets it too. That's trade. The other treaty creates a route between the two capitals, and a caravan starts traveling it. It scouts for you, and you get a bonus to relations. You also get a 10% bonus to taxable income to your capital only. That's economy. The names are confusing. (I'm editing this answer with everyone's info. Credit goes to Tasunke an
[quote who="Tasunke" reply="34" id="3276747"]called for a nerf of dodging, and am very happy with its present effectiveness (less than half of what it used to be). er ... by 'used to be' do you mean 1.00? Or in the beta pre-1.00?[/quote] Beta. There was a time when acrobat was 3 and then 2 dodge per level, dodge I/II/III were significantly higher, and fortify was 30. Heroes leveled much faster and went to 30-40 on large maps, and it was trivially easy to
[quote who="Martimus" reply="32" id="3276701"]I 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.[/quote] I like that a lot.
OK, I declare the 'concepts' done. Of course, feel free to suggest concepts to add, point out errors, stuff that need to be clarified, details that chance with new releases, etc... As for me, I will start working on the strategy section at some point. [quote who="Kongdej" reply="41" id="3275588"]If you sound like The Terminator, its not a problem [/quote] I wish. Nope, you get a choice between Eastern European thug and lisping Frenchie. English is m
[quote who="SOLOSOL" reply="28" id="3276649"]But Chiarden came with a nice solution: Beasts are untamed if they leave the Sovs's army.[/quote] This is a great solution, and I would love to see it. Unfortunately, like everything but the upkeep idea, it will require quite a bit of extra hardcoding to handle.