[quote] The only time that maces can really be useful is if you're teaming up against some huge target, such as a dragon. Get several people with hammers pounding on it, and you might be able to stunlock it into eternity[/quote] Actually, dragons cannot be knocked down prone. [quote]In all practical terms, they fill the same role as bows, they have the initiative penalty, and you shoot them from afar, and they have roughly equivilant damage. But magic staffs are like bows
Tuidjy
2. Yes, your area of influence makes tiles become fertile. It does not work on all tiles, and of course, for it to matter, the tiles must be far away from the center of all nearby cities. This is why you usually get useable tiles at the edge of a city's tipple extended Zone of Control, and that only if the city has been snaked far enough from its center. 3. Governors are not completely useless in combat. They have access to the Trainer and Swordman lines, and you
Yes, it is very hard to set up an experiment that shows anything conclusively. When I said 'Confidence: average' I was pretty much saying, I do not know.
1. Unfortunately, not really. You can take an outpost with a city, but you can only take a city with armies. You can snake your two cities and try to reestablish a link between their zones of control, but going to war or giving up the resources is probably better. 2. Your dominion regenerates the land. 3. Fixed number. It's seldom worth sacrificing or disbanding a champion. If nothing else, they can be used to reduce unrest by 5%. And even t
[quote who="wnmnkh" reply="165" id="3268940"]I don't think I have ever opened diplomacy window since the game was officially released.[/quote] You should. You can get paid to declare wars, and you can get some cash for your tech. Also, I find that, sometimes, you can get away with selling horses and wargs. And of course, once you kick someone's ass thoroughly enough, it's well worth it for make peace, get trade/tech treaties, and even make them pay for
Frogboy, I have also seen the 30 pop cities founded without consuming the pioneer. I was playing ridiculous at the time, so I assumed it was just a difficulty AI bonus. It was a sovereign + hero + pioneer stack going around and making cities. It made at least two, and it still had the pioneer at the time I killed everyone.
I believe that as of .992 non-aggression pacts and tribute offers had absolutely no effect on an AI ability to declare war. Given that I have not seen anything about that in the changelogs, I expect the same is true for 1.00 and 1.004
[quote who="Gaunathor" reply="2" id="3268675"]This is another case of "it's a special ability, not a spell". Ophidians are immune against spells, but Beguile is a special ability. This isn't made properly clear, though, and should be rectified. There are a lot of special abilities, that, at first glance, could be considered spells. Despair and Coal Stones, for example.[/quote] But despair and coal stones ARE spells, even though they are implemented as special abilities.
[quote who="Kalin" reply="35" id="3268716"] 22 turns later... The Drake army is still wandering around the city like it doesn't exist. /facepalm. I had to bring in reinforcements to hunt it.[/quote] Monsters vastly overestimate the strength of garrisons. I had the same thing happen in my 'experiment'. As soon as I moved the defenders out, the monsters headed back towards the city. This may actually be at the root of people's per
Any time I play without master scout I notice the damn AI heroes looting lairs that I have cleared. As there is no way to clear and loot a bear lair in one turn without master scouts, it gets really annoying. In my last game, I jumped Ceresa as an Empire just because of this. Keep it in the game, it's awesome. What's less awesome is that when the AI is headed for a lootable tile, positioning an non-hero unit on top of the tile does not always prevent the AI
There a disconnect between the mouseover and actual spell damage as well. I expect these issues will be solved just like the disconnects between the actual zone of controls and the aura displayed around cities, the actual unrest and the displayed value, the actual growth and... all of which have been solved. I do not understand why these issue pop so constantly. Proper class design should have made those impossible, multi-threading or not. I blame
[quote who="athelasloraiel" reply="3" id="3268621"]Hmm, closest city is 11 spaces away, maybe too much? not settleable anything clser. its a conclave and highly developeld...[/quote] Try to rejuvenate some land nearby - either with a city sphere of influence, or with a rejuvenation spell. I have actually demolished buildings to rebuild them in a particular direction (not much a problem when you are rolling in Gildar) but that's a very situationa
Snake an influencial city to that outpost. It will flip.
[quote who="Glazunov1" reply="113" id="3267568"]Procipinee gets the Weak sovereign weakness instead of Inefficient This will give a reasonable and welcome boost to Pariden players throughout the known universe. [/quote] Is this how you see it? I see it as a nerf, pure and simple. "Inefficient" only mattered when Procipinee was injured or defending a city. "Weak" makes her even worse in combat, and she was already, by far, the worst sovereign.
[quote who="Frogboy" reply="26" id="3268570"]IF it has no destination, then IF difficulty level is >=13 (above challenging) then it will do a second check to see if it's local.[/quote] Well, this explains very well what I have been seeing. The monsters ignored the defenseless AI army next to them because they were already chasing my army.
[quote who="Frogboy" reply="23" id="3268551"]The monsters attack the AI just as much as humans. It's a placebo effect when players think they are attacking the other way.[/quote] I am willing to accept that this is literally true, even in 1.00. But in 1.00, on challenging, I have seen a particular monster army attack a player army rather than an AI army 7 times out of 7. The monsters could attack both, and the player army was a match for them. The AI army had n
You may notice that in my looong thread about AI behavior, I did not use the word 'cheat' once. Given that the experiment was deliberately ran on "Challenging", there should have not been any difficulty bonuses. Some of the things I found out (setting on swampland, getting free essence, rushing at no cost, free traits) were definitely not things that should be there on 'Challenging'. 
Geez, and no one referenced the stupid guide I've been putting together? It has that information in the second 'concept', Experience.
If the effect is Empire wide, it's nothing short of great. Empires already have a way to have production ignore unrest. If you can make research ignore unrest as well, you can make your taxes as high as they go without penalty. In my book, that's pretty awesome. I am sure you keep unrest manageable anyway, but that's because you keep your taxes at low or normal. I know I do. That said, I do not think I have had a level 5 city since .913. By
[quote who="Guilebrush" reply="7" id="3268352"]I'm curious to know if anyone has won something on Ridiculous or up without using something like Beastlord or completely lucking out from a random event or loot (collars with favorable beast spawns for example).[/quote] While I no longer play on ridiculous, after release I came up with a race/sovereign that I took to 2 wins in a row, without even restarting. Here it is: Krax blood, Empire, defensive, enchanters, light pl
I really would like to know how many of the things I found are bugs, how many are working as designed, and how many will be addressed in 1.01.
It's beautiful!
I think that beastlord is insane as it is right now, especially if you do not play 'ironman'. I tried it once. I was not reloading, but I did have Brilliant and I got the emerald cap early. On turn 6 I had an umberdorth. On turn 17 I had a hoarder. At this point I lost interest. If you make a brilliant beastlord, and have Water magic for the mana, there is no challenge. And if you reload when your tame fails, then it is nothing but a &
[quote who="sratner" reply="7" id="3267983"]However, in FE, there really is no negative to holding cities. [/quote] There's one: slightly less growth in your remaining cities. There's another one, due to some weird way monsters and AIs get treated. A monster that has been peacefully coexisting with the AI city is much more likely to go on a rampage, and after it destroys the former AI city, can go on to your other cities. I've seen it happen, but it was
This has been around since 9.13. My first posted play-through had a sovereign which had too many points, and I had not noticed. It was embarrassing.