I have, somewhere, a quicksave with level 5 cities. I will check the stats there. I do not think it's important to have the stats in the 'Concept' section. What we do need is a document/wiki/whatever that serves as a reference, as opposed to a guide.
Tuidjy
Yup. I had forgotten that. And I have no excuse, because by the time I had written this, city size had been giving production bonuses for a while.
I always thought that it was deliberate. Remember who gave it to you. Do you think he got it right?
[quote who="feelotraveller" reply="8" id="3289601"]Go to their territories and assay their actual tech's researched by shopping with them. [/quote] Just did that. None of the AIs have anything like the research listed in the "Foreign Relations" screen. They have only very basic items, the kind you would expect from the research their cities are actually producing. Well, I cal this experiment over. Now for the conclusions.
The AI is not incompetent, it just is not as good as I wish it were. I do not expect it to ever be, but I fully expect it to be getting gradually better. But I stand by my assertion that it was giving me more trouble earlier. Nowadays I see the AI go for very aggressive expansion strategies in the beginning, but by definition, these are also quite risky. And I do not play nice. When I see someone aggressively expanding and leaving a ton of cities
It depends. Sometimes it's a lifesaver, but most often it's just a cheap way to smooth a bumpy road (lame pun intended) It only a small part of Earth Magic, and pales compared to Giant Form, Nature's Cloak, etc... That said, I have used terraforming to: 1. Let a city expand into swampland. 2. Allow a cornered unit to escape. 3. Create a direct route to enemy territory. 4. Smooth the road for an important stack. 5. Impro
There is one more statue, for a total of three. Look for it. They have different pictures... The first starts the Path of Wind and Woe. The second starts the camp quest. The third one awards the dragon.
At this point, the game is kind of pointless. I am well ahead of the AIs, I have cordoned them off in a quarter of the map, and I have two heroes that they cannot touch. I have an Empire, they have a bunch of hovels. Still, they all generate more tech trade points than I do. Unfortunately, I cannot think of a good way to determine whether the 10+ research per turn that Karavox and Verga seem to have is real, or just an artifact of the "Foreign relation" screen. Any i
DigitalAbacus, I am not sure you are using the mod correctly. Are you doing the following: 0. The mod is enabled, and auto-placement of buildings is turned off. 1. You settle a city that does not touch a forest/river even with a corner. 2. You construct new buildings, placing them as near to the forest/river as you can, until your city touches the forest/river.
Turn 35. My research is 11.1 per turn - with six cities, spells and studies. Verga, with 3 cities, is somehow pulling 17 per turn. I am saving every turn (well, every now and then, I forget). Once the game is over, I'll use cheats to try and figure out how he is doing it. On the flip side, I watched a Krax army search a library, and Karavox's research total did not increase by 20, as I would have expected it to. Turn 37: I
Play/Test/Mod/Document are the four ways I can be involved with Fallen Enchantress. Right now, the balance for me is Test > Document > Play > Mod.
[quote who="immanuel1" reply="2" id="3289357"]I mean it's not like the AI *ever* fields late-game technology units, right?[/quote] The AI is terrible at developing its resource improvements. It does not field top tier units until high difficulty settings mostly because it does not have the iron/crystal for it. And when I say 'high difficulty settings' I have to say that I have not seen really kick ass AI units since .98x ( those were my designs adopted by the A
OK, it's turn 14, and I have my first solid proof that something is not right, At turn 14, I have 5 cities, and a total research of 7.1 per turn. I have also found a library, so my total research points are about 70. I meet Verga, who has one city and less than 50 population. His tech trade points? 4 as opposed to my 6. With five times less research, he has two thirds of my trade points. Note that according to the 'Foreign Relation" screen, he has not m
There are threads on this board where a number of people claim that the AI is getting more research than it should, even on difficulty settings where it is not supposed to get any bonuses. At release, I ran an experiment about AI bonuses on Challenging, and my gut feeling was that AIs get at the very least too many tech trade points. At that time, I felt I did not have enough data to support that claim. Now I'm going
Heh. Unplayable is a bit strong, don't you think? I've known about the insta-build for months, and I always thought it was part of the difficulty level I was playing at. If people can win at ridiculous and insane with the bug, I do not think that the game is unplayable on challenging, bug or not. It's just added challenge. If anything, I am sort of afraid that the game is becoming too easy as bugs helping the AI are getting knocked off left and righ
Are we going to have female henchmen now? Just make one of the three basic types female, and we can design from there...
Dodge definitely affects the chance to dodge a ranged attack. I have always assumed that ranged dodge is added to dodge, but I have never bothered verifying that. Still, nothing I have seen makes me think otherwise.
I always have a governor in my games. They can get a trait that lets them builds roads. It's a bit clumsy to use, but it does the job. I just wish they could also demolish roads. Roads in the wrong place really screw path-finding up.
[quote who="Glazunov1" reply="8" id="3288658"]I'd trade a Wallace for a collar, any day. Hell, I'd trade a Wallace for a dagger. At least I can get some gold for the dagger.[/quote] I just sell the scroll. The guy is not worth 18 gold.
Absolutely. He is completely useless... Do you find him useful even on turn 10-15?
I have been thinking about governors. The funny things about them is that it isn't very smart to make your top hero a governor, but it absolutely logical to make at least one of your heroes a governor. As a result, governors are by far the most overrepresented class in my games. So can you actually argue that the most common choice is a weak one? That said, it would be nice to have more choices at level up. Production bonuses, production cost reduction, unr
If you can post a screenshot of his detail screen, I'm sure that we could come up with a way to smash him to pieces at reasonable expense.
Heh. This is almost exactly the combination I used to test my theory before I posted (I have this rule, every time I say something of which I am not 100% sure, I test it) Here's Pixa: It's turn 9, she just killed a troll for that pony. She was getting four attacks (nearly) for the troll's one.
Actually, 30 to 10 would result in your having two more turns, i.e. having 3 turns for the enemy's one. This is the rule of thumb that I use. I know _nothing_ about the code, it's just a theory based on observations, which I have not disproved yet. Think of your units as having an energy tank. Lets say that it takes 100 energy units to fill it. Every 'tick', every unit generates energy u
It's taken me less than 200 turns to finish all my games since April, and I have to admit, the only two events I've ever seen are the girl with Kitty and the asshole with the Kill-thousands-of-citizens spell. These titans sound really scary, but what prevents you from holding them in place with Freeze/Tremor/Tornado and chipping at them with strategic spell?