Not to nitpick, but: [quote] The most obvious thing is the numbers. If it's every ten people, then a few things are evident: population brackets for settlements grow at an increasing rate. Right now you don't have more than ten people until level 2. [/quote] A settlement grows to level 2 at 25 people; you are thinking of the fact that you need to build a hut/shack to get over 10. When you hit level two your settlement would have 2.5 "slots" [quote]
Gyb
Press "S" while you character is in your territory - also works if you are in the territory of someone you have a non-aggression pact or alliance treaty with.
I'll post some pics tonight when I get home.
I spent a marathon session this weekend on a large map and 500+ turns which let me really dig into the dynasty system. Had some surprising results: Started with default Ceresa (Royalty, Daring) and married Batrue (Adventurer, Heath Regen) First four children, two daughters two sons, the girls list Ceresa’s abilities and the boys list Batrue’s abilities, no surprises so far. However it soon becomes clear that three of them had some form of the Vengeance abil
Both Dworkin and I sincerely appreciate your work :)
Based on observation that some quests are repeatable and some are not, and that some quest-giving locations disappear and others stick around the entire game, I have the following questions: 1.If a particular quest level doesn't have any repeatable quests, what happens once I've done them all but there are still inns/huts/ruins/whatever for that quest level on the map? 2. Actually for that matter, is the quest generated/tied to the hut when it is revealed or is it when you mov
You are forgetting that you start at level one, so it is level 2 at 25, level 3 at 100, level 4 at 400, and level 5 at 1,250 for Kingdom, and I believe Empire is level 4 at 500 and then not sure about level 5 for Empire. This is off memory so maybe Kingdom and Empire are the same at level 4 and I'm just misremembering.
No worries, it is annoying but can be micromanaged around for the most part. It's the people who don't read the forums who are probably the most frustrated. No need to apologize, keep up the good work! :)
Thank you! I'm pretty sure it happens to multiple units at once but will not have access to my save games until tomorrow. Also it is hard to tell on the elementals since you can't see their current mana anywhere except during tactical combat. Will the fix go in next patch (1.09)? or can we get a hotfix up in here? :)
It is still very much going on in 1.08.037, you can see an example with one of my save games and the debug log here: https://forums.elementalgame.com/397426
Yes you gain the use of most of the buildings, but some like a Sion Temple are useless to you and can be razed. The only way to raze a building I've found is to click on the Raze button on the city's build tab, then click on the building you want to raze, then confirm on the popup that yes you want to destroy it. As said, you can't completely raze a city until you have researched the right tech. Succession is something that may or may not be implemented many, many patc
Basically what is happening is that if you do tactical combat with several units that have mana, all of the units other than the "leader" will have their mana reset to 0 at the end of the combat. I've tested this quite a bit. So if you look at your stack the very first person is immune to this (this is why it doesn't happen to your Sovereign, he/she is always the leader of the stack), but any other unit in the stack can go to zero after the combat. This even happens to summoned creatures, sio
If one is trying to limit the number of cities in the game, just make Prestige a global resource and make most Prestige enhancing buildings 1 per faction. So if I have one city with 1 prestige and I found a second city, now each has .5 prestige and only grows .5 people per turn. I can build a Palace and either have +7 in one city, or +3.5 in two cities, and so on. The diminishing returns will eventually cripple your growth rate if you build past the "optimal" number.
Sorry, what's the problem with a stack of doom? I've been using them for 20-odd years. If Stardock would just crank up the random monster spawn again and make bandits/monsters more aggressive the player will have enough incentive to garrison their cities, and a "non-doom" garrison is still highly efffective agaisnt NPC spawn. Personally I don't care how deep in my own territory I am, I want a chance for a random wandering demon or something to errupt out of nowhere and start a rampa
Economic Theory for phase A/B Nutshell: Have resource tiles offset city upkeep Premise: In a post-cataclysm economy the people have been scattered. To gather them together again under the banner of a Sovereign takes more than just personal power, but a promise of a more comfortable life and a shared vision of purpose. This is part of why Food, right now, is the basic cornerstone of Elemental's economy. Without Food you can't support groups of people beyond 10 in any so
http://drop.io/ykdg29t/asset/quicksave-elesav Load game, attack the darkling 2 squares away, use tactical, squash darkling with sand golem, afterwards "Dworkin" will have 0 mana. If you do the same battle with auto resolve no mana is lost. Edit: here's the debug also http://pastebin.ca/1945536 I'll add that I have no mods, no beta MP, and this is a game I started tonigh
http://pastebin.ca/1944371 CTD after selecting load game
http://pastebin.ca/1944267 OOM
http://pastebin.ca/1943884 Crashed immediately upon pressing the quick save CTRL+S
Just adding my vote to the "not yet, but probably will be" faction. But it is still fun to play right now as-is.
Some immediate things I noticed: The gold mine that is "seeded" to the starting location can now be much further away (up to 5 tiles it would appear) Adventure techs are not spawning resources inside your influence boundaries; by design? The gold mine that just appeared in my game was six tiles from the edge of my influence.
Looking forward to it; get it out the door so you can go enjoy your weekend!
[quote who="thisisretarded" reply="37" id="2775936"] yeah. because there are soooo many options to increase the movespeed of summoned creatures and other non-human units. let me just focus on casting +1 move on ALL units of that sort so that my army can have 3 whole movement points... or i could just play without those sort of units, which would make this game have even less variety. have any more well thought out advice?  
Awesome! In regards to the removal of Organized, all we need are Champion Traits and Spells: "Pathfinding" - Unit, and every unit stacked with it, treats all terrain types as roads (1/2 movement point) (but stack still has base movement points of slowest unit in group) "Forced March" - All units in stack move at this unit's speed. "Windwalking" - All units in stack move at this unit's speed and treat all terrain as 1 movement point.
[quote who="HallowedBMyName" reply="27" id="2774600"] Quoting thisisretarded, reply 201 food for 1 gilder? 1 gilder for 1 tech point? organized takes 20 out of 50 points to obtain? no change to the tedious slow pace of combat? boo. Great set of fixes, but I'm also concerned about the above mentioned. Food is already scarce, so why spend it to get 1 gildar? That makes no sense to me. [/quote] Is is probably to reduce "city spam" - that