**POSSIBLE SPOILERS** I believe that at the point you get the second boat you head a little bit south first, then west along the coast and then North. you need to backtrack to all the previous kingdoms and gain support from them in order to defeat the final encounter. also, you will need a second party to head north and then west by land (maybe that is what your question is about). eventually you should find a large gate in a big desert along the south
soldyne
what size of maps do you like to play? what kind of winning conditions do you normally go for? Im thinking of doing a magic win next. I figure that when I have all four shards I can terraform myself into an impregnable valley surrounded by terraformed mountains and just turtle my way to the ultimate spell.
everyone is all so "this game sucks, this game isn't fun, i can't play this game...blah blah blah" I started this post to show that the game can be fun and there are those of us out here than enjoy it enough to play a long game, get high scores and want to share it with the community. I don't give a small rodents tush about WHAT my score is, I was just sharing the statistics, nothing more. my "WTF?" comment was just me being funny that I had accomplis
good question. I have only ever played version 1.11 so I don't know what the differences are to point them out ahead of time. yes, people provide taxes at a flat 10% rate. so every 10 people will give +1 gildar per turn. more people, more income! also, keep in mind that my tips are just how I play. I am sure there are other ways and they are probably more efficient. but, I do know that my way works. keep asking questions, it helps others t
(I apologize for the long post, but, I wanted to share my knowledge, and I can be wordy sometimes...) I highly suggest starting with a custom faction and a custom ruler with these traits: Faction: take the bonuses that give you the following lvl 1 techs CIVICS, EXPLORATION, TRADING, TRAINING (or the equivalent for empire) and take the HP troop bonus. Leader: Green Thumb for 2 food, Brilliant for 1 Tech, Adventurer and Tracker for 2 extra movement,
I don't see that it adversely affects balance since the modded buildings were made available to the other factions. in fact, I took over cities where my new mods had been built by the AI. the balance may be different than it was before, but, it is still balance. also, upgrading a workshop to a factory is the same as upgrading a study to a library (which is part of the base game). it required research and city level to achieve and had a comparable cost to buil
I just finished my first large map with a conquest victory (normal challenge). I was using only 3 mods that I made myself: one was a building that gives .5 prestige and can only have 1 per city at level 1. another was an upgrade to the workshop that kicked in after researching construction and level 3 city and the other was the addition of capes for female NPCs. I used a custom faction and custom ruler. Next I am going to try for one of the other three win condit
I thought it was 11, but, who's counting? I made my suggestion because I like the idea of the NPCs being useful as leaders. just having some random group of ground pounders manage themselves is not usually a good idea. of course, nothing in the game does anyhting without your divine consent so... also, I was thinking that stack size could be limited to Charisma/2 so at average level of 10 there would be 5 units. at 20 there would be 10. you can get an
I just finished my fourth tile (2 improvements and 2 construction sites) in the workshop and I have some suggestions to improve usefulness. If there are ways to accomplish what I suggest already then please let me know! 1. Allow the ability to select an object and copy it. a lot of times I spend many minuets getting the rotation and placement just right and then I want to duplicate it. currently the only way I know of is to just start over from scratch which is
Vallu751 has a good idea I think. Perhaps we should not allow stacks without the presence of a hero to act as a general. the stack limit would be based somehow on charisma (better yet, make stack size a global variable editable in an XML file. that way some people can base it on intelligence or charisma or some combination). if a bunch of units are all in the same square and they get attacked then the computer picks a unit at random (a unit being either a single unit
thanks for the responses. I understand the main intent of DC, but, my observation is that there is no way to truly get rid of it. there are no sinks for it like the other resources. sure, I can trade it to that guy over there, but, it still exists in the game world. tomorrow when I trade with him again, he still has what I traded to him yesterday. eventually everyone in the world will have hundreds of DC and more is being produced every day and it becomes compl
I am trying to design a new caravan unit that looks like a peasant and requires Diplomatic Capital in order to produce. I wanted it to act like a caravan because it ignores enemy territory and can create roads. basically I want to design a diplomatic envoy. I am tring to come up with creative ways to use the diplomatic capital resource. anyway, the issue is that I can't get it to come up in the training window. I copied the caravan XML entry from the CoreVe
well, maybe these forums aren't very active so I will respond to myself... 1. I fixed this with a mod. 2. still don't understand this one. also, while modding I found something about road levels... how do roads level up? 3. fixed this with a mod. 4. I think I can fix this with a mod but this is what I found out. the first Movement tech changes the value of a player ability A_Agility from 0 to 1. I have no idea w
*****edit***** I figured it out! I was running the 64 bit eclipse version, but, apparently I have a 32 bit install of java (eventhough my 64 bit system including IE seems to work fine with it). I got rid of the 64 bit eclipse files and downloaded the 32 bit version and it seems to be working now without any adjustments. *****edit***** I know this is an old thread, but, I just downloaded Eclipse classic from the web site above and when I try to run the eclip
I picked this game up a while ago (can't remember when) but I just installed it last week and started playing right away with version 1.11 (which by what I have read is a very good thing). after playing through a full game on small/normal and getting a conquest victory I have some experience with the game and have a few questions: 1. when creating a new sovereign with the in game editor, why is Organized not on the list of traits? 2. Trade routes - when I