Azunai_

Azunai_

Joined Member # 4419615
2 Posts 92 Replies 11,540 Reputation

i guess that trick with the diplo screen could be called an exploit (though it's probably not a gamebreaking one - after all you have to crush them pretty badly for them to surrender; the scroll trick just bypasses the additional hurdle of them refusing to talk to you) legit alternatives are to leave them a final city and wait until they are willing to talk (the final city gets destroyed, so if possible make sure to conquer the good cities first and leave them a lesser city), or r

9 Replies 10,191 Views

you don't have to kill the sovereign - you can also demand his surrender, which will destroy all remaining cities and outposts and make him your vassal. he basically becomes a champion of your civ and keeps all his ablities and all the stuff he has, though he gets a negative promotion "broken spirit" that reduces his accuracy and spell mastery by 25%. this is usually the best way to end a war of annihilation against an AI, since this also conveniently gives you the faction prestige of the

9 Replies 10,191 Views

imo the warfare tree is overall better for straight warfare. the huge downside of the magic tree is the crystal cost of the items. of course an enchanted longsword or a lightning hammer is better than the mundane warfare -tree version of it, but it's also more expensive. i guess you shouldn't reduce the trees to the unit equipment they unlock - the warfare tree also gives you all the fortress buildings for more efficient unit production. and the warfare equipment is based on m

15 Replies 23,748 Views

i believe the tooltip of their stealth trait states that monster won't attack their units. it doesn't mention cities or outposts, so it's fair to assume that the trait only works for units. you can sneak around dragon lairs and wildlands without fear of getting killed, but your cities aren't that stealthy so you shoul not plant them directly next to a drake lair when you aren't ready to kill the monsters yet.

5 Replies 8,962 Views

i noticed that some AI players don't build more than their capital and a few outposts, but in my 1.29 and 1.30/1.31 games there were always at least some AI civs that would build a wider empire. i believe the monster density plays a role, too. in my current game, i set it to dense, so there are quite a lot of dragon lairs an all that stuff between the starting locations and some of the AI seem to be intimidated by the hard monsters. others apparently don't care or got lucky with a few

36 Replies 59,674 Views

i don't like the current mount system either. maybe horses and wargs should not be a resource that can be harvested infinitely but instead provide a fixed pool of mounts per site. for example, a stable allows you to train 1 unit with horses and a ranch (upgrade) allows you to have two cavalry units. when one of the cav units dies or is disbanded, you can then build a new unit with the horses (basically the same system civ 5 uses for strategic resources; also similar to how the drago

34 Replies 33,248 Views

i don't think tile yields were supposed to be better across the board. as i understand it, the "procedural" yield generation makes the yield more logical, not necessarily higher. i think nearby shards increase the likelihood/number of magic essence slots, grassland and rivers increase the number of grains and nearby forest generates tiles with more production (or something along that line). the total number of yields is probably not higher on average then before. can't comment

1 Replies 3,749 Views

i think buying 3 spellbooks is a bit of a waste as pariden - one of their abilities allows them to buy fire/water/earth/air spellbooks that give your sov/champs the apprentice level of that school. my only advice i can give you with your current build is to quickly aim for life 2 and water 2 - the 2 schools combined unlock the "mantle of the oceans" buff that reduces tactical spell cost by 40%. combined with fire 2/3 you can spam those fire darts and fireballs fairly cheaply. </p

2 Replies 7,228 Views

maybe one of the AI in your game was Lord Relias of the Altar (or a custom sovereign with the Adventurer Profession) and they bee-lined the champion unlock techs. Adventurer Sovs can hire champions for free, so they wouldn't even need an insane gildar bonus to steal every single champ on the map.

11 Replies 19,187 Views

i noticed something that i believe is a bug. it may have been around for longer, but i noticed it in the 1.291 beta build that is currently available from steam. in my game, i didn't have the technology to build catapults, yet. i got 2 fortresses, one of which has the watchtower building (picked at level 3) that provides a catapult when the city is attacked. this catapult also shows up in the economy overview. i think this is a bug, or at least it doesn't m

1 Replies 2,155 Views

I've seen that mount purchase problem, too. last game, I didn't find any spots for additional cities nearby so my only option was to build up some units quickly and conquer the closest AI very early. took 2 cities and made the AI sov surrender just to realize that he had 4 wargs and neither the sov nor any of his champs was using them. this was pretty early in the game (maybe turn 50 or something?), so if he actually spent his cash buying wargs instead of rushing some units to fight m

5 Replies 3,125 Views

i noticed that (relative) lack of traits on higher level heroes, too. i view the high level heroes as optional, i won't go out of my way to get one just to have them. i think some of them have rather interesting class combinations that make up for a few missing traits. an extra class alone is typically worth about 2-3 picks, and some of them come with unique abilities that you can't otherwise get, so it's hard to quantify how much the unique abilities are worth.

14 Replies 21,390 Views

i had a "gold rush" event in one of my games rather early and it spawned a titan in an important region of my empire. the thing immediately razed 3 towns within few turns and it was way too early in the game for me to deal with it. i didn't give up immediately and tried a few strategies to handle it, though. I crated a new class of troops (basically just throwaway units) with cutting weapons (the titan is labeled as vulnerable to cutting, but that probably just means that he has some sort

21 Replies 28,974 Views

sometimes the AI manages its economy pretty good, but i've seen a few of the AI civs do really dumb things, too :) they run out of cash, but instead of solving the problem long term (money buildings etc.) some of them just set the tax slider very high and try to counter the unhappiness by filling their planets with morale buildings. in my experience so far, a stable economy needs a large population and high morale scores so you can use a bit more than the default 30% tax and

25 Replies 276,373 Views

ah ok, thanks for the reply :) it's not a big issue i think. in my experience, the pop up minors mostly spawn later in the games. I assume the event is blocked (or less likely) if there are already 8 minors in the game, so the game only adds new minors when some of the first generation have been wiped out. when a new minor is added, chances are that there aren't any empty plants left to colonize anyway, so it practically doesn't make much of a difference what type of AI they use a

722 Replies 1,789,208 Views

First, I want to thank you for this awesome mod. I just recently got the game a few weeks ago and noticed that some of the races were underperforming most of the time. with your mod, this seems to be resolved. I had a German version of the game and even uninstalled that and re-installed from impulse to get an English version (a mix of German tooltips and English race/building names is horrible ;) ) I have one question about the minor civs (btw, great idea with the MOO2 civs, I loved t

722 Replies 1,789,208 Views

[quote who="Tharios" reply="11" id="2933208"]I believe he means that the problem is that a factory or such should require, say ... 5,000 bc (random value out of thin air, don't analyze it) to run at full efficiency. With the model the game currently uses, you get the same result regardless of whether 33% of your spending means 500 bc or 500,000 bc, which is absurd no matter how abstracted the system is. To put it another way, the complaint is that if 33% of total spending

25 Replies 276,373 Views