That death/life shard thing has been around for a while, not saying it's acceptable, but I find saving and reloading the game often times changes the shard (it does a ZOC recalc/update and converts it), but only if the shrine hasn't been built. Once the shrine has been built, you have to raze it if you want it to change.
Kalin
I think the easiest balancing thing you can do for group size is to increase the cost & time to produce it. Right now, it's not that hard to make high end groups of 9 in 4-5 turns in specialized cities, so if you compare that to a group of 3 in 3 turns, it's a no brainer. But what if a group of 9 takes 15 turns, while a group of 3 only takes 5 even in your best cities. Suddenly you might consider making smaller groups just to be able to use them at all. Of course doing tha
I suggest you don't judge the AI by either Resoln, or Pariden. Right now there's something buggy with both of those AI, and they are always on the bottom of the beatdown list in my experience. In Resoln's case, I think it's because of their blood trait, but the same can't be said for Pariden (who has a pretty awesome blood trait). Then again, the AI can't seem to handle a serious war with the player unless it has somehow managed to build up a huge advantage bef
Your math... it scares me so much. Almost like your ability to read... seeing as how I said why it would be bad RIGHT IN WHAT YOU QUOTED. 3 man unit x 10 gold dagger = 30 gold. 5 sword x 200 gold = 1000 gold. That's not including the 2 guys and the leather armors. You want the upgrade to cost 190 gold? Seriously... just activate some cheats. Edit: Just to be clear, I considered the alternative, where you're saying a unit cost 10 gold, and thought
Elemental used to have something call Elementium, something you gained from doing high level quests and could be used for the champion armors. The result? No one ever used it. If you make something too rare, it just doesn't get used.
I like the wildling lairs a lot... it's like tons of free population every couple of turns. Useful in making smaller cities grow fast. Heh. As for usefulness... probably the only monsters worth getting right now are drakes and dragons.
Am I the only one who thinks upgrading groups is a bad idea? To quote myself from another thread: [quote who="Kalin" reply="2" id="3145332"]While the idea may seem nice, I fear that this would be a huge imbalance for the players if it gets implemented. That's because players tend to keep their units alive way better than the AI does. As a result, you'd get super powerful stack of troops (high leveled) if you let them upgrade everything. Worse yet, the player would only build a
Actually, that lack luster effort is probably due to the growth nerf associated with harder leveling (sovereign levels affects empire growth via prestige). I've been seeing it a lot lately in my games, the AI expands fast, and pump out units, then they get stretched thin due to low population and low growth and just kind of waddle along until you put them out of their misery. They just don't build enough infrastructure to maintain their demand for more troops. I have a pretty lengthy
I don't get why this isn't on the list of choices: 6, 7, 8, 9... start with 6 guys, with 9 guys maxed. That way, the beginning troops and militias has a better chance against higher end troops. Research adds some power, but not insane unbalancing amounts.
[quote who="OsirisDawn" reply="15" id="3149884"] Quoting Kalin, reply 6... and the fact that I can't demolish buildings to change my city's role ... I never used it, but i have seen a button for this right under the building list.[/quote] That button doesn't work. That's why it frustrates me to no end. Apparently they removed the option during beta or something? (Not sure, I wasn't in it)
Wow, looks like brad's been busy. I've loving the change log, can't wait to test it out. Though, if I may, a word regarding the difficulty of the AI... currently a lot of people feel that challenging AI is still a bit too easy, while the hard AI is pretty tough. As a result, I think it would be wise to try to buff up challenging difficulty a bit, while lowering the bonus it gets on hard slightly. Ridiculous AI should be... well, ridiculous, it's meant to be the mode that you n
To be honest, right now, the wildlands feels like a distraction more than a twist, something to do when you're bored of beating on the AI. In fact, most of the time, by midgame, with a decent army traveling with your sovereign and a spell strategy, none of the wildlands are even remotely challenging. Then there's also the rather sad reward for killing that not-so-super boss... 10% growth and something random that probably never gets used... ? The only thing that's really valuable
If you skip the middle step, then obviously you won't think it make sense... higher taxes = higher unrest. Does that make sense? higher unrest = lower production. Does that make sense? higher unrest = lower creativity. Does that makes sense? Seems okay to me. o0
I once beat a drake rush by spending all my mana on using Tremor to hold him in place... for what must have been like 20 turns after he tried to rush me, but hey... dead drake.
Wow at the training yard change... well that's one way to justify the AI ALWAYS picking it. Heh. Works for me, I'll build it in 1, and Garden in all the other... wonder who that helps. :p
I've been playing it myself, and just as Frogboy said, it's not that much like Elemental. The focus is pretty different. It's more like a board wargame. The game is pretty fun, and I'm wasting quite a bit of time with it, but there are also a lot of things about it that bugs me. The silly quests, the unbalanced units, and the fact that I can't demolish buildings to change my city's role is pretty high on my hate list atm. Also, the AI... it's kind of a let
If you're looking for unique units, try Gilden and their Iron Golems, I was a bit disappointed with their abilities so I didn't mention it before, but it's pretty unique. They are also giving Resoln some spider monsters in the coming patch... it's a work in progress, but I don't think you need to worry about that too much. As for tactical battles, the battlefield actually do scale in size according to the number of participants. Early game with smaller armies you&#
Nah, I've seen the monster beeline for an AI city before, when there's nothing around and the monster just ride the road into the city and smoke it, it's pretty obvious. That isn't too say that there aren't times when the monsters just doesn't seem to notice the city being placed under them. Heck, I saw monsters sitting ON TOP of an AI city and it still didn't attack it (it attacked me as soon as I went close, of course). Case in point: <a href="http://i107
I think Resoln's Wraith blood also needs a bit of work... the -1 HP per level is a pretty nasty penalty rather than a bonus, +1 HP on a kill doesn't help much when they're losing 5-7 HP per level on a stack and they die before they can kill anything. Right now, troops is mainly there to soak up damage, and theirs is failing at it. If the HP reduction stays, then they need some form of limited vampirism, that absorb part of the damage they do.
They are working on faction diversity in the current beta, and while there are definite balancing concerns (as there should be), it's a lot better than nothing. Although, not all factions have gotten the love yet, so only a few actually seem to play different (Magnar's slavery & Pariden's arcane monoliths). As for tactical battles, I don't think we're going to see anything that would resemble a tactical wargame, so if that's what you are looking for, I thin
What you're seeing is probably the result of the AI killing them. It's a behavior that they are doing a lot more of in 0.913.
It gets you higher level faster, but leaves your sovereign weaker as a result, because it isn't enough to get you 1 extra level at the high end. Basically you are trading combat strength for more prestige (affected by sovereign level) early. You should never get it for any recruited heroes because that's like wasting a trait (unfortunately, sometimes, most of the choices are worthless). It might need a buff.
There actually are world events in game. They just happen to be very very rare. I've only encountered them twice while playing all my games, both of the time it was the Eclipse event, which increased the level of all monsters. I have a feeling that this is just a placeholder event (because it really doesn't do all that much) and that they will be adding in more of them in a later beta when the mechanics of the game are sound.
Is there any chance you guys can take a look at faction prestige before this patch gets the go ahead? The recent changes to leveling has left a pretty drastic drop in faction prestige (due to much lower sovereign level). This, in turn, is making empire growth much slower overall, and it is having a very detrimental effect particularly on AIs who tend to over stretch themselves during the landgrab phase. I have more detailed info on the topic here: <a href="https://forums.elementalgame.com/424
I don't think this has anything to do with AI competitiveness, it's all about how you like to play the game. Basically, it's the difference between quick domination versus slow, drawn out war. You might like to play quick simple games, and that's fine, but not everyone feels the same. Heck, sometimes, I feel like the movement is still a bit too fast (particularly because of roads) because as soon as you break the front lines the war might as well be over, since there's jus