I agree about the repeat traits. How much do they expect us to level up these guys? I've never had a level 30 champion. The trait trees are setup like that would be a normal thing.
Darxim
I partially disagree up to the part where you say we should be able to arrange our units the way we want to before combat. I agree with that. I think it's good that the AI targets the weakest units. It makes more sense for it to do that. The problem is that the AI gets to arrange your units, and it'll often put the low-initiative weak units in front, which is why they get killed before you even get to move. Heroes of Might & Magic ha
Even with the extra move, I'm not liking the new berserk. I'd rather take the damage.
They never have. I think it's because they provide a faction-wide bonus, so the food calculation in the local city doesn't process it. I do think that they should, though. It's a bit confusing.
I think this thread is another report of the same issue: https://forums.elementalgame.com/441766
Galactic Hunter reported this same problem while I was still typing this. His post is a screenshot of the problem, though, which may be helpful. https://forums.elementalgame.com/442031/page/1/#3335934
Well I guess I don't need a screenshot for my bug report (which I was typing when you posted this) now.
I upgraded a city to a Fortress, built a Castle in it, and had 9 units stationed in it (that's in addition to the units provided by the Castle improvement) because some very strong armies were wandering around it. That's a lot of troops, and apparently too many to fit in the city's tactical battlefield. Half my army was in the black area, unable to move. Some of them were archers, and with the enemy not having archers, my victory was ensured, because my archers c
Tame Beast can be resisted, though. On the higher difficulties, using it is like gambling. I agree that Maul should have a hit limit. I hate when I start combat and a bear just runs up to one of my guys who's at full health and hits him 8 times, killing him, before I even got a move in.
Also, the Lucky faction trait. +25% accuracy. I've had Cave Bears doing basically 100 damage in one hit with just that. I haven't tried it with the Commander bonuses, but I can see that combination getting ridiculous fast.
The 0.51 changelog has a cooldown added for it: https://forums.elementalgame.com/441436
The problem is that the tooltips are not all the same. In the screenshot above it's showing you what you would get with your current status, which is 0% growth, and relies on you to already know that it only applies a growth bonus when you're Producing Growth. This is not a good assumption. You should have all the information you need in the tooltip in the build menu. There are several cases where different tooltips for the same thing do not match each other, o
I would like to see the city blurbs in the cloth map as well. It really does hinder use of the cloth map. Some things are just easier to see on the cloth map. I would also like to have the option to have monsters show up on the cloth map the same way they do in the 3D map. Those pieces all look the same to me at my zoom level (and considering it's only supposed to switch to the cloth map when you've zoomed out a bit...). At least add some color to the p
Broken Loyalties costs 1000 gold to cast now instead of 500 influence, which IMO makes it much better, because I've never had 500 influence in a game before, but I can get gold. I'm currently playing a game with it, but I'm still early-game, so I don't know how it's going to work out. I've tailored my faction and sovereign to generate money. Right now I'm still building the foundation, but when the time comes, I should be able to generate a lot of
Yeah, I've had the wolves kill a couple of my units before I got to do anything. "Weak" indeed. The third attack from one did 20 damage non-critical, and it's only got 5 attack. That's a huge bonus.
I'm pretty sure that's intended.
[quote who="Limboldt" reply="28" id="3334440"] When playing high difficulty it is possible to trick with them: you can place one so that a town is in range, so the bonus is given to these units inside the town, too, when I saw that right... or I place one near to a dragon, rush the upgrades and then attack.[/quote] That works? I didn't think it would apply to stationed units, so I didn't actually give it a try. If that works, that'll really help me.  
I use most of the upgrades. Outposts can be strategically placed for high benefit. Superhighway - Place them between cities and build High Tower and Stables. You will get your units to where you need them the most much faster, thereby allowing you to respond with more force to intruding armies, and also as a way to reinforce marching armies faster. This can make a big difference. Choke Points - Place an Outpost at a narrow gap that you can't
Growth = Amount population increases per season. Growth is not affected by production. In Legendary Heroes, you will have the option to cut off production in a city to increase growth by 50% for however long you like. Your population will always increase by your Growth amount each season. Population is capped by the amount of food. You can have up to 1 population per 1 food. Increase food production and you increase the cap. In Legendary Heroes,
Binding is a faction trait, not a sovereign trait.
I really like the Raise/Lower Land spells (I'd probably use Tremor more if it worked all the time; it says he's immobilized, but he's still moving). I like cutting a path through the mountains, making a path through a lake, or simply making plains into hills so my enemies are slowed (or hills into plains if I'm not playing with the Master Scouts trait, but I usually am).
From what I understand, the Swarm mechanic, while it looks like the other units are attacking, they're not. Instead, they're lowering the target's defense by distracting it. I'm assuming that it will drop it into the negatives causing the damage to increase, because sometimes I get some pretty high damage numbers with it. I would like to see the math involved, or at least a more detailed explanation, because sometimes I see larger damage bonuses than other ti
Yeah, there's plenty of space for larger icons. And more champion stats (equipment?).
It doesn't have to be multiple Pioneers. Just one will do most of the time. 1. Start building/training whatever you want the city to build/train. 2. Queue up as many Pioneers as you can behind it. 3. The turn before your improvement/unit finishes, cancel the Pioneers. Or let the thing finish and then cancel them if you don't mind the slight production loss (I think that's how it works) in exchange for the extra turn of growth. Between st
[quote who="bpalczewski" reply="14" id="3333762"]There is a lot of old topics whether pioneers should cost population or not, but those topics, as far as i know, happened even before outpost were introduced to the game. I can be wrong though. [/quote] There are a lot of those, too, but there are a lot of threads suggesting a change to the way Outposts are made. Some people have even made mods to add an Engineer unit that builds outposts and roads. It's even discussed a