Outposts do not currently use prestige. There's a lot of discussion about Outposts right now because they have some weird strategic implications and not a lot of mechanics behind them right now (see: https://forums.elementalgame.com/416051 ) Yes, level 5 is the highest a city can reach, don't recall the exact pop number. Pop growth is used purely for leveling cities, so you can think of 'growth' as your '
Mtrixis
It also makes no sense whatsoever that you can level up magic schools when gaining levels even while not imbued. So your hero is somehow learning new magic, he just can't cast it because you didn't spend 25 mana? What?
Simple as that. Maybe not even all of them. Wildllings guarding horse fields, Elementals near Shards, Bandits guarding gold mines, whatever. Doesn't need to be every resource, and doesn't need to be high strength on every guarded node, but just an idea. You could scale the guards by distance to starting empires, so nearby resources have no guards or weak guards, but resources out in the wilderness have a chance at more/stronger guards.
[quote who="StevenAus" reply="4" id="3067399"]No, rare isn't that rare. I'd rather you can choose one Path only, and only Path of the Mage can learn new magic skills, and then only if your side has a magic shard of that type.[/quote] Tying the evolution to shards available would be fine too, even making it proportional to the # of shards you have, so that eg, in my case that game, my mage probably would have gained Water aptitude via leveling eventually. Alternat
This is driving me absolutely insane Every time a new units turn comes up, the camera happily zips over to the unit. I hate this. If I have the camera moved over the enemy units I'm dealing with, that's where I want the camera to stay. (as an aside, the camera snap in the overworld map is overzealous as well, due to the way the event queuing system works, the camera will happily zip half way acr
[IMG]http://i.imgur.com/23qA5.jpg[/IMG] Built on the Pit at the X marked spot, not visible on the map
One additional note re: city maintenence - I didn't bother to build any caravans, I still hate dealing with them so much I probably won't bother until doing so becomes necessary, which at the moment it's uh, not.
[quote who="Lord Xia" reply="3" id="3067342"]Some one should invent some kind of wooden device that floats upon the water that a person could use to traverse the water and obtain the treasure. [/quote] Sounds like magic to me [e digicons]:rofl:[/e]
Units require gold maintenence, as you noticed, and more powerful units have a higher gold cost, so fielding large armies does add up to a significant budget hit. Beyond that, more developed units require horses/metal/crystal to build, which are all limited resources. Finally, as far as Pioneers/cities go specifically, you have a resource called 'Prestige'. It's a growth bonus applied to ALL of your cities, but it is split up among them evenly, so if you have 10 Pr
I don't mind random, but being potentially screwed out of the majority of magic due to a bad hero draw is just awful. It removes an entire chunk of the game as a viable option, and not just any chunk, Magic , which is, you know, kind of a big part of the game. I also don't mind being limited to whatever your Sovereign starts with, as long as you have a chance to progress later in the game - there's nothing wrong with having a cost associated with it, that&#
Well, I suppose it consumes 340 mana :P The description says 'All trained units gain 1 level', which is sort of ambiguous - I'm not sure if its supposed to level up every unit on the map by 1, or if its supposed to level trained units by 1, or what. Regardless, it's currently not doing either (or anything that I can tell).
[quote who="ydejin" reply="26" id="3067362"]I really like the way mana works right now. I definitely do not agree with those that think there's an unlimited supply of mana. Like wwwolf123 I burn through it pretty quick when on an offensive push (although not quite as his 300 mana per battle rate!) As Sarudak says it's an interesting system that forces making decisions on what to spend it on. I think that's good. I'm not opposed to seeing
[quote who="Vaul_Darkhour" reply="37" id="3067355"] Quoting LordTheRon, reply 36You seem to wnat to read something different, but in line with all previous Stardock games he says: "Basically, challenging is the same as normal except I have it (and everything above normal) use some nastier (read: CPU intensive) algorithms.". Meaning that on challenging it's using the intensive algorithms just like on hard an rediculous. OMG have you read the previo
I've realized that when leveling a hero, if that hero doesn't start with a Magic school, it apparently cannot ever learn a new school? This... kind of sucks actually. While I can see some sort of argument for limiting access to all schools for every hero, it seems very odd to have a level 20 Path of the Mage hero with only one spell school. More critically, because there is currently no means to 'generate' new Heroes, if you end up with bad luck from the random
Where are you seeing this population cost? [IMG]http://i.imgur.com/7P5eB.png[/IMG] That Total Labor Required value is simply the amount of production it takes to create one of those units. See the Production number by the city? That's how much Production per turn your city can 'spend' to create a unit or building. It doesn't take any population. Research and buildings you place can upgrade the production number, speeding the creation of training
Yes. I've bitched about it extensively in other threads :P I build my cities as long strings specifically to abuse that, it allows my armies to travel across a good chunk of the map near my cities much faster. edit: Also it's not 8 for a max city, it's more like 13-14, more with careful placement. [IMG]http://i.imgur.com/eyzpZ.jpg[/IMG]
As title. Cast Celerity on the main map and... nothing happened really.
I posted this as a bug, but I figured some other testers might want to know: After reaching the end of another game, I started auto-resolving battles, but was still amazed at how much mana the AI wastes - curious, I checked the details screen, and noticed that the spells cast didn't seem to add up to the enormous amount of mana drained. Adding it up by hand in a manual battle afterwards, I realized the only way it could be using that much mana is if the spells were cast at
Currently the only way to check if your city is close to capping food is to visit the details screen. Adding remaining Food to the main ui screen or the Growth tooltip would remove the need to visit the details screen when you're considering if you should build a food structure.
[IMG]http://i.imgur.com/NnROn.jpg[/IMG] Learn to swim!
By default, the normal Pioneer has no weapons However, if you attempt to modify the design, it's impossible to make a new one without selecting a weapon, so you're always paying more Production cost than a default Pioneer. Add the ability to remove weapons from Pioneers. Also, I don't see a Pioneer 'trait', so it's not at all clear that the only way to create new Pioneers is to edit the existing one - this is very unclear for a new player, and s
I know that adding a 'don't use spells option' or 'only use up to X mana' feature has been requested repeatedly for auto resolving fights, but there appears to be a bug occuring with mana calculations right now. While running around late game with my hero stack of doom, bored of fighting weak armies, I was using auto-resolved, amazed at how it could use up 100 mana in a fight with such weak enemies. Out of curiosity, I checked the details after one such fig
It's not just that part though, it's the part up north that's also impassable - identical looking terrain elsewhere on the map IS passable
I've done exactly this. Clicking Train and then pressing the wrong Train button drives me nuts.
Next to none right now. Until the AI is improved, it's extremely difficult to gauge how effective or ineffective any particular gameplan is because you're just not under pressure currently. And they haven't nerfed hero stacks of doom enough, so it's still possible to win games with just a few heroes.