i liked AOW 2 Shadow magic. i never played the original AOW. FE is a lot better imo, but there's no way of knowing whether AOW3 will be better than FE. i really enjoy FE. it was well worth the money and it has been improved significantly since release. if you like fantasy 4X games, chances are you will like FE. for reference, i played FE for about 200 hours so far and currently i play other stuff, but i'm definitely going to play another 100 hours or more when the expansion is release
Azunai_
i agree - for kingdoms they are barely worth the amount of production. empires get another tier of food building (skath pit i think) that increases the bonus to 60 food/grain. the store house is still a weak improvement for them, but it allows them to get another +20 afterwards.
adventurer could also be an XP bonus for champions, or remove the XP penalty from having more than 1 champ in an army. these changes would remove the original mechanic, but keep the general theme of making the faction's heroes more powerful. and henchmen could also be tweaked to be a bonus for the champions. normal champions are single figure units, the henchmen trait could (visually) add a second person to the champion units that basically gives the champion unit extra HP, additional per
i think you mean Urxen and not Trogs in your last paragraph. Trogs are the race of the Yithril empire. oh, and magnar (quendar race) is fire resist/ cold vulnerable, so urxen would have to be cold resistant and fire vulnerable to make them a true counterpart to the quendar. don't hink it's a good idea, though. at least in the current game, there's a lot more fire damage spells/abilities than cold spells/abilities, so their boold would be a net loss most of the time unlike quendar
i don't think an artificial limit is required. afaik, in LH the number of cities will increase unrest empire wide, so there's a mechanic that limits expansion more naturally. when you look at ways to limit city spam in 4X, i think it's a good idea to look at games that had a good solution. i think both civ 4 and civ 5 have good solutions to the problem. in civ 4, additional cities increased the gold maintenance of all cities, so you basically had to develop a strong
as far as i know, multiple champions with summoner traits stack (at least, last time i checked that was the case) - if your sov has the summoner profession (+2 levels) and has summoner I/II/III from path of the mage, and you train another champ to also be a mage with summoner I/II/III, your shadow wargs and elementals all start something like 8 levels higher then the default. i don't think summoning is viable as a grand strategy, but it's not as weak as one might think.&nb
i second that request. it would be a very nice and (presumably) easy to implement feature. it gets quite annoying having to scroll the whole spellbook if you want to clear a path through a mountain range with "lower land" for example and have to re-select the spell after every cast, or to spam some "majesty" to increase the growth of the empire when you have a stockpile of unused mana.
imo this would require a re-balancing of the champion paths. with the current implementation, you could simply build an assassin with executioner perks (extra damage vs. champions) and some dodge/crit/armor ignore and roflstomp the other sov. i don't think that's a good addition to the game.
i think the only game i didn't finish so far was with relias/altar. i just don't have the discipline to ignore the pretty overpowered aspects of henchmen and the game gets too easy when you use them, imo. i quit that game when i realized that i was about twice as strong as the other factions and managed to kill stuff like obsidian golems from the imperium wildland around turn 80 or something. i guess i'll give them another try when LH is released (if henchmen are removed or change
afaik the sov only reduces unrest of a city, but that's not restricted to the capital. maybe that was an early idea that was scrapped. the sov generates prestige by leveling up (0.5 points of prestige per level) so he directly influences the growth of your cities, but he won't level up if he sits on his throne in the cap ;) so i guess that feature was changed to allow the sov to play an active role and still have a significant impact on the development of his nation.
thank you for the vid Frogboy :) some comments: - i like the new hero level up system and the whole fame thing. i disagree that path of the governor should be replaced, though. i always thought that governors would be way better if their bonuses were not restricted to a single city. just make their opener something that also works while they are out in the world exploring (like -5% unrest in all cities or something). as a special little perk they could have abilities sim
i had the same problem once. my solution was simply to delete my own town (luckily it wasn't cery developed yet), but it's a pretty counter intuitive move and i guess many players don't realize why it happens and how to "solve" the issue, so i second the idea of a special rule for wildlands.
now that's interesting. i ran across a similar bug a few times with custom faction. when i set up game with random factions and re-rolled the start with the Ctrl+N shortcut, the random factions were all changed to Altar. Maybe the bug you discovered is related to this?
i can confirm the production bug; using an older (pre patch) custom faction, the first city starts with a roduction fo 14 on a 3 material tile (tooltip shows 6x3 - 22% [from unrest]). with a new custom faction or one of the premades, the value is correct (19 production off a 3 material tile - 8x3 -22%)
[quote who="Brainjuggler" reply="2" id="3328210"] Slight tangent: I think metal and crystal costs need to be smoothed out a bit. If you don't have either one at the beginning of the game then you basically can't build units. Mid-late game the costs skyrocket; a unit with a full set of chain armor costs you upwards of 80 metal. What if there were some low level buildings that added 0.5 of each but did not require a mine and did not have any upgrades?  
actually mauls(or sledges if you have the great hammers trait) are more powerful, especially if your opponent fields armies with lots of chain armor (extra strong vs cutting). by the time they are in full plate, pikes are probably the best weapons anyway.
i played the campaign twice- the first time when i just had bought the game and had no experience with it at all and i made choices based on what seemed the most powerful at the moment. i think relias made it to level 11 eventually. the second time around, i took the experience traits whenever they were offered and i think he made it to level 16 or something in the end. so you see- it makes a difference, but not as big as one might think - after all he "wasted" about the same number of trait
it's always nice to have a sov (or champions) with earth 2 and water 2 - this allows you to use tremor and freeze to root some powerful armies. if you have enough mana, you can cast them with overlapping durations so you can root them in place infinitely (at least one army - you're in real trouble if there are more than 1 you can't handle yet). when you eventually try to kill the dragon, life 3 can be pretty good if your caster manages to shrink it; death 2 can be somewhat
according to Derek Paxton ( see reply # 35 in this thread) people who bought the map pack for FE will also get the map pack for LH
afaik there will be a new "fame" resource that is required to hire champions etc., so my guess would be that henchmen will cost fame (thus, you'd also have more of a balancing act- spend the fame on a henchman or pool it to unlock the next champion). the influence quest rewards could also be translated into fame, i guess.
i've seen Ai only build one city and a few outposts, but not the pther problem. i guess if a nation loses it's first and only city and the sov is still alive, the sov is allowed to found a new capital- or something along that line
afaik, each weapon type gives the unit a special ability (like "sweep" for axes), so i guess weapons will upgrade to the next better weapon that has the same ability. in the code this could be implemented as a weapon type tag or a special ability tag and those tags would then determine the upgrade logic. just a guess, though.
that whole swarm mechanic thing that is supposed to come with LH might actually serve as a nerf to mounted units. maybe mounted units don't get swarm bonuses and are more vulnerable to being swarmed - so a full cavalry army is actually at a disadvantage against formations of foot soldiers. and i think mounted units might get different weapon style traits - a foot soldier with an axe gets sweep, a rider with an axe perhaps gets a different ability.
one thing i really don't like about the warfare tree is the placement of the ranged weapon techs - it seems a bit silly that it takes less research overall to get fire/frost staffs than short bows. i think there should be an earlier ranged weapon in warfare - maybe slings or something similar. they could be unlocked early on - maybe even in tier 1. they don't need to be super powerful either, maybe 4 attack and -4 initiative or something.
[quote quoting="post"] So basically unless I miss something. When playing conquest only game you CANT win if you at some point ally. So I guess I'll just start a new game. [/quote] that's right - if you want to stomp everyone, you shouldn't make alliances. the diplomatic victory condition eliminates that problem - diplo victory is essentially a shortcut to conquest. instead of eliminating everyone, you can ally some and eliminate