Survival rule nr 1: Never end your movement next to a monster you cannot defeat!
Fallenchar
Great answers. One more addition: new higher level heroes often arrive fully equipped. And the AI loves buying equipment.
You should get a message about the spells cast, just like the messages about finished buildings etc. If you didn't, I suggest you check your settings and version of LH. Strategic spells are very powerful, maybe a bit too much so. An easy solution is to stay out of your opponents territory. Only invade when you can take a city/outpost that turn.
Archers only work well if you curse and slow opponents. Otherwise, they are too slow and can't penetrate armor.
1. You can already build roads manually. I guess you want more? Might be nice, but it's not that big of a change. 2. Why? Offsetting the benefit of a building (whatever it is) with a maintenance cost always feels artificial to me. It is certainly not deeper. But I agree with your general statement. Unfortunately, I don't really know how to make the strategy part deeper. Maybe buildings that allow unique units, like in MoM?
Congrats on the achievement. You must be more patient than I am :)
My point exactly. If you do not use the exploit, producing pioneers does not slow down your economy (or not by much). They are pretty cheap. I guess it's fair to say outposts are usually inferior to cities, and therefore should be easier to build. However, you can also argue that it's up to the player to decide what to do with a pioneer, so it's a bit of a non-issue.
[quote who="Mistwraithe" reply="7" id="3378171"] Quoting Fallenchar, reply 6Every time a city isn't capable of reaching the next level and the growth rate drops, you might as well build a pioneer. Correction, you may as well queue a pioneer. There is no need to finish building it, you can unqueue it when you have added more food buildings. [/quote] I did not want to mention the big elephant in the room :P In theory, pioneers don't cost
I used to agree with the OP, but in my recent game I found I had plenty opportunities to build pioneers. Every time a city isn't capable of reaching the next level and the growth rate drops, you might as well build a pioneer.
[quote who="GFireflyE" reply="1" id="3377596"] No love for more resource types?[/quote] No. Sorry. Keep the suggestions coming, though!
[quote who="GFireflyE" reply="3" id="3377716"] Quoting darkiemond, reply 2 Here the stronger you get the more cowardly the AI becomes. Indeed. It does feel quite backwards. You get ahead and you are able to steamroll as a result. At the very least, the remaining factions of the opposing alignment (kingdom/empire) should consider working together to bring you down. [/quote] Backwards? It seems l
Besides the freezing, Ceresa has also picked the 'wrong' specialization, it seems. I thought that glitch got fixed?
Great suggestions. AI armies not giving much xp was always a bit of a bummer. Your solution is very elegant, imo. And a little fame to compensate for the bad rep you get for wiping out a faction would be a nice gesture.
Good point.
In my current game, the best defense (and also employed by the AI -it is getting smarter!- ) are strategic spells Tremor, Freeze and Tornado. You can immobilize enemy armies forever, once they are inside your territory. You just have to make sure your borders are far enough away from your cities. I have never fought a siege on the defending side.
The TAB key is your friend. It points you to units with movement left and idle cities. I don't really see how you cannot research anything...as soon as the Research screen informs you research is done, select something new! The essence/available spells icons could be clearer, I agree. The same goes for the available movement squares in combat. Please devs, make them a bit darker again!
Staffs would have to be a lot more powerful than they currently are for me to ever consider using them for a mage. The initiative penalty is too much of a drawback.
To be continued...
After I read Trojasmic's thread about Resoln on Rid/Rid, I had to try my favorite faction on Insane/Insane. I've played Ins/ins before with the old Fallen Enchantress, but that game always seemed a little easier to me than Legendary Heroes. Besides, I usually create a faction, as that's part of the fun of playing for me. But yeah, well-made custom factions are definitely stronger than pre-made ones. Skip the next part if you just want to read the good stuff: <
To be fair to the OP: if you are not in the habit of checking the stats of individual units, those shamans will be an unpleasant surprise. The other Wildlings are pushovers, so suddenly facing 3 Shamans can really hurt. Later on, you will have various means to take out those Shamans before they can act. Trust me.
Threat levels are a broad indication. As such, they work fine. You can always check out the specific stats of enemy units. You should probably always check the stats if the threat level is higher than what you'd expect. In those cases, one or more units are likely to have nasty spells or immunities. Threat level seems to be calculated based on the totals of Attack, Defense and Hit Points, adjusted by the aforementioned spells and such. Initiative seems to be excluded from
Like Sjaminei said, Essence cities can be slow starters: less material and grain hurts growth and building. Especially the difference between conclaves and fortresses (with higher material yield) is very noticeable.
I would love to cycle through my cities. And my champions, like someone already mentioned.
In my games, fear has always worked as intended.
That ghost archivist doesn't have much going for her. The Gallowman on the other hand has Consume Spirit, a pretty OP spell.