Yes, the game gives you no notices when one sovereign pays another to declare war on you.
dihir
Personally, I usually go for the non-aggression pact which lets me enter the other sovereign's territory and stay there. (I tend to not leave any resources available for pioneers to gobble up, and the few that they do get I try to feel philosophical about.)
Of course, you can turn off the diplomacy ending. (And once you do that, if you are like me, you will turn it back on and just wait to use it.)
[quote who="jirkaesch" reply="41" id="3290393"]I see. But i still think that making alliances (not the victory condition) earlier would be a great thing though. It would create delicate situations (aka GalCiv II) and also help the AI - weaker kingdoms/empires could have powerfull allies, making it even more interesting for player to decide, whether to sack them... Pacts could be created, waging wars along different fronts with differents allies. Few other ideas: https://forums.elementalgame.c
On a related note, it seems like either grip of winter completes construction (when the AI casts it on one of my cities) or whatever was in the front of the production queue or something. I thought it was supposed to leave the queue alone but prevent progress? I am not sure if this is a bug...
27. The name of the city will appear in the popup, and you can use the arrow keys to move the map so you can see the city behind the popup. 28. What is a green turn indicator? (serious question -- I guess I need to go look...)
I will do some experiments and see if I can see your mechanism and if I can see the mechanism I thought I was seeing. It will be difficult for me to perform controlled experiments though, because my current game is on insane (so I sometimes do not have much latitude in my choices if I am not willing to lose important resources) the map is huge (so turns can take a long time to complete - lots of cities...) and I only have one unit with tireless march (I disabled champions for this map
Birth of summer updates tiles and sometimes you get something good (tiles you can build great cities on), while other times you get forests or whatever. I have had best luck on bad terrain near shards. Green land usually turns into forests, while otherwise useless land near shards often turns into buildable cities. But it's not a sure thing, so I like to make sure I have plenty of excess mana to burn before I use it
[quote who="SOLOSOL" reply="39" id="3289939"] Quoting dihir, reply 38On the subsequent turn the border which marks my zone of control expands and if there were any monster lairs in the newly influenced tiles they become goody huts instead. When the ZoC expands over a lair, it provokes the monster to roam. It seems there are some kind of lairs. One of them (usually mites or darkilngs) require to have a monster attached to it, so when the monster is killed, it becomes a goodie h
I have no idea if it's the intended design. But note also that if units join your army in the field (and not in a city) that they will not see any benefit from tireless march unless you recast it. So even if it's not by design I think it's a feature because it's better than having to pay additional mana to bring a new unit up to speed. Edit: actually, I think I have seen units come up to speed after joining the army in the field, following the same pattern of m
[quote who="jirkaesch" reply="35" id="3289908"]Mkay, did not registered about that victory conditions. But arent we sacrifying big and funny part of the game, by getting alliances soo late?[/quote] You do have other diplomatic options. I cannot manage this on insane and have not tried it on ridiculous, but in lower difficulties you can have a non-aggression pact, trade agreements and caravans and this combined with a higher "power rating" than the other sovereigns will be suffic
It takes effect on the turn after you have spent a full turn out of any cities.
If you bump up the monster density, expansion becomes riskier. Even on insane (where monsters mostly ignore the AI) they can hinder the AI and even fight among themselves because it's like occasionally they do not have anywhere else to go. But other than that there seems to be some kind of "ritual sacrifice" implicit bargain between you and the monsters. If you sacrifice a few towns to the monsters they become appeased and will reduce their aggression towards you for some peri
[quote who="dwilson" reply="16" id="3289737"] Keep reporting that stuff. It'll get fixed.[/quote] On a related note, when I injure a unit using a strategic spell it usually just stands there until it gets reinforcements or heals up or whatever, even if it's in a bad place to be doing that (like standing in my territory on one of my roads when I have potent strategic damage spells and a large mana reserve and by the ocean when I hit it with tidal wave, and my most powerful
I have noticed, when a village becomes a town, that the expanded zone of control works like this: On the turn when it expands, the visibility provided by the town extends 1 unit, and if there are enemies in that region I will be notified. On the subsequent turn the border which marks my zone of control expands and if there were any monster lairs in the newly influenced tiles they become goody huts instead.
alliance tech unlocks a victory condition and it would be too cheap to achieve if it were unlocked earlier.
[quote who="Tuidjy" reply="13" id="3289670"]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.[/quote] It has some worthwhile capabilities, but, for example, I have seen Karavox stand in a firestorm for turn after turn, taking damage each turn. This was on insane -- he had 70+ initiative and 700+ (base) health, and he was just standing there, casting destiny's gift turn aft
[e digicons]:inlove:[/e] When will this be released?
Are you warring with Kraxis? Edit: oops, yes, you said no to this in your original post.
I think that the bonuses you look for should depend on your sovereign. For me, it's usually a competition between materials and essences. Personally, I usually play magic/civ so essences are hugely important for me (and quite possibly I can use essences to make up for the others, sooner or later), but if I was playing military/civ I might not care much about essences. (This mostly matches other people's advice but if someone was advocating making the priority be based on
[quote who="Lord Xia" reply="2" id="3289276"]Fuck air shrills. Their blast terrifies me in early games when my sov is all alone. They concentrate their blast on one guy, and they can fuck shit up, that's 20-30 hp gone turn one. I am way more afraid of air shrills than I am of earth or water. Fire are dicks too though.[/quote] You can perhaps bring some pioneers with you to help you deal with the static?
I have not seen a detailed description of the bug, but are you sure it's not just using "Rush"? Edit: never mind, I found the description. Note that I have seen AI Sovereign's have negative gold (which I think is a bug, since I have not seen any banking options).
I do not know about "any point", but I have also been offered path of the govenor late in the game when my sovereign was mostly not able to get into combat before it was over.
That great wolf is great... right up until you meet some archers in an army worth fighting, they love shooting great wolves.
If you are using your governor to give frontier towns a boost until thy can get their bell tower or cleric built and/or until you can connect it up with your capital.... then you will probably have wildlands nearby that might need dealing with? Also, troops might need time to heal between battles. It could happen, but this depends on many factors...