Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

the alliance treaty you need for the diplo victory is unlocked with the "Alliances" tech near the end of the civilization tech tree. the trade, economy and non aggression treaties aren't necessary for that type of victory, but they are available much earlier and (i think) having mutual treaties makes them friendlier towards you over time, so it's usually a good idea to sign those treaties early on if you want to formally ally them towards the end of the game. AI civs wil

17 Replies 22,090 Views

Carrodus starts with the tactician I trait (so that's also applicable for custom sovs with that trait). when you make him a commander, he can directly pick tactician II and III as his next level up picks, which allows him to get the very powerful "battle cry" ability (at the end of the commander tree) as early as level 5. not sure if this is a bug or WAD

7 Replies 5,267 Views

it's not really fleshed out yet. i mean, it's very likely that the traits will be adjusted (doesn't make sense to have a trait that costs 4 production for 1 att, another trait for 12 productions also adds 1 att and a third trait that costs 6 prod for +1 att and -1 HP) what i already like about the new system is that it makes foot soldiers more useful. cavalry is still better since they still get extra movement, but in the old encumbrance system, you pretty much had to put

54 Replies 69,516 Views

hmm, with the current progression, level 6 would mean 1600 pop. if you built you cap on a 3 grain tile, you'd need more than 500 food per grain to make that even possible, and it would take hundreds of turns to get there. doesn't seem plausible. getting a city to level 5 as a prereq for spell victory could work, though (not necessarily the capital - i think "any city" takes long enough)

9 Replies 12,700 Views

the bonus player ability could be the repeatable research at the end of the warfare tree (+10% each time you research it). the unit seems to be fortress built (displays 35 defense - master chain is 26 def, ironskin adds 3, the remaining 6 are probably from an armorer building), so that would explain some of the extra traits (impulsive/enmity from foretress level & warrior temple [kingdom version]) and i think AI units get some additional trait slots or bonus traits at higher levels.

1 Replies 3,364 Views

a simple workaround would be to make monsters not attack player cities on the low difficulties (novice/easy?). once a player has learned the basics and moves up to normal, they have to deal with the "real" game.

33 Replies 33,555 Views

i've seen masterwork chain on other premade factions before. i guess it has something to do with the 0 point cost of the trade. might also just be a display glitch - haven't actually started a game with one of them to see if it's only on the game setup or actually in game, too.

9 Replies 14,700 Views

i never got a diplo victory that wasn't actually a shortcut domination - you can usually form alliances with a handful of factions, but i think there's a mechanic that blocks alliances with opposing ideologies - once you ally a kingdom, alliances with empires seem impossible (and vice versa). in my diplo victories, i usually had several allied factions and killed off everyone who wouldn't sign the alliance treaty.

17 Replies 22,090 Views

you'd have to rebalance the whole progression for more levels to make any sense. it's already pretty hard to get to level 4 and almost impossible to make it to level 5 without artificially delaying the end of the game.

9 Replies 12,700 Views

hm ok the old strength and muscle unit traits (now +1 att each) are placeholders i guess - they still have the same cost as before. 1 att aor 4 production is not exactly in line with +1 att -1HP at 6 prod (fury) or +1 att for 12 prod (muscle) :) the new system will require quite a bit of work before it's fully functional...

139 Replies 443,260 Views

some more numbers: - base weight capacity is 30 - "weak" penalty (scout units) is -15 - strength trait adds +20 - horse adds +20 - muscle trait adds +15 (and +1att) - war horse (legacy of serrane) adds +40 - trog blood adds 20 weight capacity - full leather armor (all pieces) is 15 weight - full chain is 20 weight - full light plate is 30 weight - full plate is 40 weight - all of this i

4 Replies 4,949 Views

the removal of encumbrance is definitely an interesting change... not sure how it will turn out, but i'll give them the benefit of the doubt and test the changes before i decide if i like it :) i can see this new system adding some more variety to the game, at least. right now, armor on trained troops is almost a no brainer - put them on horses, add strenght and muscle and fine tune the armor pieces to game the stepping stone encumbrance system (40/80%) to minimze the drawbacks. w

139 Replies 443,260 Views

are you sure it was a plain hit? sounds more like a crushing blow (blunt weapon special attack - deals double damage and dazes the attacker for 1 turn [i.e. attacker loses the next turn)

32 Replies 37,682 Views

you still get the basic counterspell from path of the mage. not sure if other paths really need a counterspell - i guess it's ok to have that metamagic stuff more on the mage side of things.

10 Replies 7,073 Views

did you have an enemy (monster) army/unit selected when you pressed end turn? game seems to crash consistently (at least on my machine) when i press end turn while a hostile army is selected.

3 Replies 1,514 Views

i think it depends on the shard type, the improvement level (shrine/altar/temple) and possibly also the faction (empire buildings have different models from kingdom buildings). i just made a screenshot from a game where i turned the camera so it captures a few high level shards (no idea ho i can embed an image, i'll just post a link to the image): http://dfiles.eu/files/z05q593ni as you can see on the image (hopefully

3 Replies 7,424 Views

i've seen this on a city after i conquered it, too. unrest was at >100% (mostly due to the +50% temporary unrest from occupation, i also had some 22% from taxes, some 20% from number of cities and the territory wasn't linked up with the capital). 100% unrest means all production and research of that city is reduced by 100%, which translates into infinite build times. the game probably doesn't have a separate text label for this sitation, but "continous" is close enough to "infi

7 Replies 4,691 Views

[quote]Added Battle Cry as a new Commander trait[/quote] that's nice - looks like commanders are going to be really strong support champions for players who enjoy playing with trained troops.

139 Replies 443,260 Views

it's nice to see that you can make archers useful by stacking some racials and traits in your favor, but that doesn't mean that bows are on par in the current system. you don't need specific racial picks to make decent melee units. if you don't stack the whole faction to make it an archer faction, you get a 7 attack shortbow with -8 initiative. with wargs and "fast" and +2 or 3 init from an essence fortress they barely make it back to a "neutral" 20 initative. this of course a

61 Replies 73,226 Views

as far as i know, there are two options: - the Road building ability is tied to mancer blood i think (not sure, could also be Legacy of Serrane) - so if you play the Capitar faction (or a custom faction with Mancer blood [or Legacy of Serrane?]) you get Road building on Pioneers for free and the road building trait for other units - i think one of the paths for commander champions (administration or merchant i think) ends with the road building trait, so if you lev

4 Replies 8,411 Views

ah ok then i misread your comment :) don't know if i agree with your point, though. i always assumed that earth magic was more of a melee support school. the 2 melee type sovs (markin/verga) both have earth magic, several of the melee champions have earth spellbooks and the spells aren't really mage material - the book is full of buffs and only a handful of tactical spells, one of which (shockwave) is cast in melee range. i guess the idea behind earth magic is sort of a

4 Replies 2,785 Views

i never noticed that warriors can't cast giantform - is there a hard limit that prevents them from using it? i'm pretty sure i've used it on melee heroes before - was the spell changed recently?

4 Replies 2,785 Views

if that suggested change is easy to implement, it probably wouldn't hurt to just add it to the next beta patch as a temporary mechanic - this way we get a chance to playtest the dreaded "champion stack of doom" and give some feedback how overpowered it really is. i suspect that a champion stack wouldn't be that super powerful anyway, so maybe Derek/Brad will consider softening the XP split mechanic or removing it altogether if playtesting suggests that it won't break the g

14 Replies 21,093 Views

a few hints: - only factions with life magic have healing spells (such as the regeneration buff parrotmath mentioned, or direct healing spells at higher levels of life magic) - natural HP regeneration of units is based on the unit level. if your militia survives a few levels, they will heal faster with every level up (IIRC they heal 1 HP / level each season, so a level 5 unit heals up to 5 HP per turn) <

20 Replies 78,697 Views