afaik the sov only reduces unrest of a city, but that's not restricted to the capital. maybe that was an early idea that was scrapped. the sov generates prestige by leveling up (0.5 points of prestige per level) so he directly influences the growth of your cities, but he won't level up if he sits on his throne in the cap ;) so i guess that feature was changed to allow the sov to play an active role and still have a significant impact on the development of his nation.
Azunai_
thank you for the vid Frogboy :) some comments: - i like the new hero level up system and the whole fame thing. i disagree that path of the governor should be replaced, though. i always thought that governors would be way better if their bonuses were not restricted to a single city. just make their opener something that also works while they are out in the world exploring (like -5% unrest in all cities or something). as a special little perk they could have abilities sim
i had the same problem once. my solution was simply to delete my own town (luckily it wasn't cery developed yet), but it's a pretty counter intuitive move and i guess many players don't realize why it happens and how to "solve" the issue, so i second the idea of a special rule for wildlands.
now that's interesting. i ran across a similar bug a few times with custom faction. when i set up game with random factions and re-rolled the start with the Ctrl+N shortcut, the random factions were all changed to Altar. Maybe the bug you discovered is related to this?
i can confirm the production bug; using an older (pre patch) custom faction, the first city starts with a roduction fo 14 on a 3 material tile (tooltip shows 6x3 - 22% [from unrest]). with a new custom faction or one of the premades, the value is correct (19 production off a 3 material tile - 8x3 -22%)
[quote who="Brainjuggler" reply="2" id="3328210"] Slight tangent: I think metal and crystal costs need to be smoothed out a bit. If you don't have either one at the beginning of the game then you basically can't build units. Mid-late game the costs skyrocket; a unit with a full set of chain armor costs you upwards of 80 metal. What if there were some low level buildings that added 0.5 of each but did not require a mine and did not have any upgrades?  
actually mauls(or sledges if you have the great hammers trait) are more powerful, especially if your opponent fields armies with lots of chain armor (extra strong vs cutting). by the time they are in full plate, pikes are probably the best weapons anyway.
i played the campaign twice- the first time when i just had bought the game and had no experience with it at all and i made choices based on what seemed the most powerful at the moment. i think relias made it to level 11 eventually. the second time around, i took the experience traits whenever they were offered and i think he made it to level 16 or something in the end. so you see- it makes a difference, but not as big as one might think - after all he "wasted" about the same number of trait
it's always nice to have a sov (or champions) with earth 2 and water 2 - this allows you to use tremor and freeze to root some powerful armies. if you have enough mana, you can cast them with overlapping durations so you can root them in place infinitely (at least one army - you're in real trouble if there are more than 1 you can't handle yet). when you eventually try to kill the dragon, life 3 can be pretty good if your caster manages to shrink it; death 2 can be somewhat
according to Derek Paxton ( see reply # 35 in this thread) people who bought the map pack for FE will also get the map pack for LH
afaik there will be a new "fame" resource that is required to hire champions etc., so my guess would be that henchmen will cost fame (thus, you'd also have more of a balancing act- spend the fame on a henchman or pool it to unlock the next champion). the influence quest rewards could also be translated into fame, i guess.
i've seen Ai only build one city and a few outposts, but not the pther problem. i guess if a nation loses it's first and only city and the sov is still alive, the sov is allowed to found a new capital- or something along that line
afaik, each weapon type gives the unit a special ability (like "sweep" for axes), so i guess weapons will upgrade to the next better weapon that has the same ability. in the code this could be implemented as a weapon type tag or a special ability tag and those tags would then determine the upgrade logic. just a guess, though.
that whole swarm mechanic thing that is supposed to come with LH might actually serve as a nerf to mounted units. maybe mounted units don't get swarm bonuses and are more vulnerable to being swarmed - so a full cavalry army is actually at a disadvantage against formations of foot soldiers. and i think mounted units might get different weapon style traits - a foot soldier with an axe gets sweep, a rider with an axe perhaps gets a different ability.
one thing i really don't like about the warfare tree is the placement of the ranged weapon techs - it seems a bit silly that it takes less research overall to get fire/frost staffs than short bows. i think there should be an earlier ranged weapon in warfare - maybe slings or something similar. they could be unlocked early on - maybe even in tier 1. they don't need to be super powerful either, maybe 4 attack and -4 initiative or something.
[quote quoting="post"] So basically unless I miss something. When playing conquest only game you CANT win if you at some point ally. So I guess I'll just start a new game. [/quote] that's right - if you want to stomp everyone, you shouldn't make alliances. the diplomatic victory condition eliminates that problem - diplo victory is essentially a shortcut to conquest. instead of eliminating everyone, you can ally some and eliminate
i guess that trick with the diplo screen could be called an exploit (though it's probably not a gamebreaking one - after all you have to crush them pretty badly for them to surrender; the scroll trick just bypasses the additional hurdle of them refusing to talk to you) legit alternatives are to leave them a final city and wait until they are willing to talk (the final city gets destroyed, so if possible make sure to conquer the good cities first and leave them a lesser city), or r
you don't have to kill the sovereign - you can also demand his surrender, which will destroy all remaining cities and outposts and make him your vassal. he basically becomes a champion of your civ and keeps all his ablities and all the stuff he has, though he gets a negative promotion "broken spirit" that reduces his accuracy and spell mastery by 25%. this is usually the best way to end a war of annihilation against an AI, since this also conveniently gives you the faction prestige of the
imo the warfare tree is overall better for straight warfare. the huge downside of the magic tree is the crystal cost of the items. of course an enchanted longsword or a lightning hammer is better than the mundane warfare -tree version of it, but it's also more expensive. i guess you shouldn't reduce the trees to the unit equipment they unlock - the warfare tree also gives you all the fortress buildings for more efficient unit production. and the warfare equipment is based on m
i believe the tooltip of their stealth trait states that monster won't attack their units. it doesn't mention cities or outposts, so it's fair to assume that the trait only works for units. you can sneak around dragon lairs and wildlands without fear of getting killed, but your cities aren't that stealthy so you shoul not plant them directly next to a drake lair when you aren't ready to kill the monsters yet.
wow, nice to see that Soren Johnson joins Stardock. that's really good news. Looking forward to all the games that will be released in the next years :)
i noticed that some AI players don't build more than their capital and a few outposts, but in my 1.29 and 1.30/1.31 games there were always at least some AI civs that would build a wider empire. i believe the monster density plays a role, too. in my current game, i set it to dense, so there are quite a lot of dragon lairs an all that stuff between the starting locations and some of the AI seem to be intimidated by the hard monsters. others apparently don't care or got lucky with a few
i don't like the current mount system either. maybe horses and wargs should not be a resource that can be harvested infinitely but instead provide a fixed pool of mounts per site. for example, a stable allows you to train 1 unit with horses and a ranch (upgrade) allows you to have two cavalry units. when one of the cav units dies or is disbanded, you can then build a new unit with the horses (basically the same system civ 5 uses for strategic resources; also similar to how the drago
i don't think tile yields were supposed to be better across the board. as i understand it, the "procedural" yield generation makes the yield more logical, not necessarily higher. i think nearby shards increase the likelihood/number of magic essence slots, grassland and rivers increase the number of grains and nearby forest generates tiles with more production (or something along that line). the total number of yields is probably not higher on average then before. can't comment
i think buying 3 spellbooks is a bit of a waste as pariden - one of their abilities allows them to buy fire/water/earth/air spellbooks that give your sov/champs the apprentice level of that school. my only advice i can give you with your current build is to quickly aim for life 2 and water 2 - the 2 schools combined unlock the "mantle of the oceans" buff that reduces tactical spell cost by 40%. combined with fire 2/3 you can spam those fire darts and fireballs fairly cheaply. </p