I am pretty sure there is a setting that prevents automatic turn ends. My turns certainly do not end until I click that button. Found it. "Auto turn", the second of the general options. Uncheck it.
Tuidjy
Weird. I must be doing something wrong, because I can somehow never get these 'massive' amounts of prestige people are talking about, although I use my sovereign very aggressively. Speaking for myself, I seldom if ever go against the food limit, and I never even look at the food rating of a tile when I settle it. I have the stats for the last game I AAR'd, and here are my prestige and number of cities from beginning to end: Turn 17) Prestige: 
[quote who="leroy105" reply="17" id="3251789"]No its doesnt cost a good farm for a sword or a few villages for armor, seriously, how could that even be? Like seriously think about that. Forget links or references lets just think.[/quote] I just love it. Forget historical records, lets just think. You'd have made a great philosopher "Forget opening the mouth and counting the teeth, lets just think". You have no clue about medieval times, do you? Your smith goes
The game is rock stable for me on both XP and Win7. From reading the boards, it seems to me that people who have crashes are the people who reload games or regenerate worlds. Which to me screams MEMORY LEAK!
I agree that right now, a number of small cities is much better that a few big cities. Forget what they bring in as cash (I keep my taxes at zero for more than half the game) What multiple cities do is deny land to the AI. On higher difficulties, the AI knows of the existence of every fertile tile and every resource. It WILL plop a city or an outpost to claim EVERY single resource. Thus, you have to have a city in every fertile tile you consider
[quote who="mqpiffle" reply="8" id="3251635"]Then good luck winning on ridiculous. I mean, isn't that the point of a ridiculous difficulty?[/quote] I'm having a very good time playing (and winning) on ridiculous, thank you. I posted here to make sure that IF the AI is taught to buy healing, there should be a limit on how much it carries, or it would make battles against champions an unenjoyable chore on ridiculous/insane.
[quote who="Bellack" reply="5" id="3251504"]Shouldn't the healing be limited to what AI can afford?[/quote] There is no limit on what AI can afford on ridiculous/insane. It rushes every building, buys every piece of armor (not always, sometimes it gets stuck on leather greaves) and if it was programmed to buy healing, it could theoretically buy 100 potions without making a dent in its war chest.
[quote]Maybe Brad could hire someone from Ubisoft[/quote] Burn, heretic!
[quote who="harmonius_" reply="2" id="3251492"]Early game is more important than mid-late game, because if you suck in early game you suck the whole game. In early game -1 Hit Point = -12% Hit Point. -5 Weight = -17% Weight. 5 additional dodge is more valuable than this slight difference. Also Hit Points is universal parameter, Weight is specific. For example, you don't need weight capacity for unarmored units.[/quote] Harmonius, we clearly play in a very different way. My units d
If the AI gets better at preparing for battles with Health potions, we need a limit on how much healing it can buy. On Ridiculous, AI get 150000 Gildar to start with, and one of them gets exponential growth with the Treasury Vault. Good luck killing a champion with 100 healing potions.
No, I think they are fine as they are. I actually have my hat off to whoever rebalanced dodging recently. Now it works just right. The 5 weight penalty is incredibly more significant that the health penalty, when it comes to upgrading the unit. The weights of leather/chain is set exactly so that non-Trog units barely squeeze in with right traits. The 5 weight penalty puts upgrading in question for infantry dodgers, AS IT SHOULD. The 1 hit point penalty is meaning
Yes, absolutely, moves are important enough to be in the tool tip, but at least we can look at the detail screen, or count squares on the tactical map. There's another thing I would like to see in the tactical battle engine. You know how you can mouse over an unit on the tactical map, and have its positions on the turn queue highlighted? As in " When does this unit move?" I would like the reverse as well. Being able to mouse over a position in the que
Yeah, the same way that I would not train units equipped with the Avtomat Liagushkov 112.
I am sure that I am in the minority, but I have to say that I hate this. Magical energy necessary to change 100kg of dirt into mud: 8 Magical energy necessary to raise thousands upon thousands of tons from the bottom of the ocean: 5 Terraforming spells should feel epic, and at 50 mana they barely did. At 5 mana, they are a gimmick. Oooo, see how we have unreachable areas with goodies. Oooo, check out the spell we have so you can reach them. An
The reason I think ridiculous needs magic is not so much for fighting, as it is for city enchantments. "Enchanted Hammers" and "Inspiration" are extremely important in the very beginning. The AI can rush everything, so it will be outproducing you and outresearching you very easily. Without Earth or Water, you will fall behind, and will be attacked. In this very playthrough, it happened. I was holding my own by enchanting my cities. But as the game advanced, my enchan
I win most games I play after turn 10, especially now that I no longer play on insane. (I used to, but now I do not enjoy it anymore) But I do take risks in the first few turns, unless I am doing a playthrough. If I lose my sovereign against a butcherman on turn 3 because I was too cheap to use "Burning hands", I just restart (I never reload) Oh, and this example is completely random, not like it just happened in .990 or anything... In this playthrough,
Well, with .990 out, I think it's time to finish this playthrought. The game was actually won, on turn 149 with an alliance victory - everyone is around, but only Gilden and Pariden have more than one city. Altar does not have any, despite the fact that there are a couple of spots within 2-3 turns from Lord Relias. I was thinking of writing an epilogue in character, but I am not sure it's worth the bother. I am not actually sure how many people are reading this.
[quote who="jel1" reply="31" id="3250512"]Instead of just gildar, what about gildar + influence. (same as negotiating with other sovs) So by adding influence, you can reduce the cost in gildar. Also, have champs who have chosen path of the governor, only gain experience when they are stationed in a city. What is the point of having my uber administrator out in the fields tacked onto an army just to get experience.[/quote] This is a sentiment I hear al
Well, I never build more than one fortress, but I always build one. If you check my .982 AAR , Stables is the native fortress, and at the time it became one, it was my most essence rich city. As for multiple fortresses, at this point, I do not see the necessity. I believe in few, but elite troops, and I'll never have the crystal/iron income to build more than one per turn. (I usually save Gildar before I reach tech milesto
[quote who="StillSingle" reply="18" id="3250443"]Correct me if I'm wrong people, but raise and lower land can't make mountains, and can't create oceans. There are two seperate spells for that. Unless the spell descriptors are wrong.....[/quote] The spell descriptions are half way wrong. You can make mountains, which is enough to close paths, and you can drain oceans, which is enough to make paths. Spells that level and raise hills can cost 10 mana
Ah, random events... I'm getting flashbacks from my Dominions III days. I always played with misfortune 3, and dreaded clicking on the special event line in the turn log.
10 per cast is laughable. With that cost, one could cut land bridges, close mountain passes, ford oceans, and basically run circles around the AI. Yeah, it sure should take more mana to cast a Flame dart than to erect a mountain. Yes, to safely close a three tiles wide land-bridge it takes 300 mana. Sounds about right to me.
Janusk's War After dealing with Relias, Karavox sent a message to the administrators on the East continent, asking how they were holding against Pariden and Magnar, and whether he needed to send Naressa back. The messengers could not find Gaylyn who was out North, building roads and preventing Juggernaut raid parties from disrupting the project. It was Janusk who wrote back. "Pleas
[quote who="cardinaldirection" reply="7" id="3250276"]I think anything should be upgradable via a in-depth system[/quote] I disagree. Speaking just for myself here... I tend not to produce units that do not have a clear upgrade path, i.e. I give my line infantry strength and muscle even before weight is an issue, because I expect them to be around for leather and chain. When I build dodgers, I am careful about leaving enough encumbrance to upgrade to the first shie
Oh, I guess I am agreeing with you on all counts. Sorry, I should have known by now that if a post of yours rubs me wrong, I'm probably misreading it. But, yes, if the game seems boring, I just increase the difficulty. This is an area where Fallen Enchantress really shines. I can always play with the xml files to fine tune it at the point where the AI gets enough research/growth/rush money and the monsters enough HPs for the game to be challenging but not impossi