Ulyaoth said:
So, started playing yesterday afternoon(round 5 something) and before I knew it, it was 2 AM and I didn't want to stop playing but a ctd did the job of breaking the hold over me. Amazing.
Well put together, other than the ctds trying to do things in the space view, but that doesn't matter much. I played about 400 years as the Malakim, made a nice little kingdom, most powerful civ in the world, founded the order and quickly spread it whereve I could and used it to make allies with the Hippus and Basim, while the dwarves were still Kilmorps and the evil guys(the vampire and clown) are that leaf thing. Wonders are cool, everything's balanced, I just love it.
I have a question though. What's mana for? The pedia says you need it for spells, but I haven't needed it, so I just traded them away.
Yeah I hate that CTD when you click the religious button. I havent been able to figure out how to stop the CTD (or remove the button) but Im still thinking about it.
Mana, thats a lot of fun, heres the deal:
1. In order for your mage types (adepts, mages, conjurers, archmages, summoners and other various civ specific versions of those units) to learn spells you need access to the associated sort of mana. So for your untis to learn fire spells you need fire mana.
2. All civs start with 2-3 types of mana already. The Clan of Embers starts with Fire, Chaos and Nature mana so their mages can learn Fire, Chaos and Nature magic.
3. "Raw" mana nodes can be improved to mana nodes of specific types by your mage types (adepts, mages, etc etc). So your adepts can turn a mana ndoe into a death mana node which would give you access to death mana and allow your units to learn death spells.
4. If you have 2 sources of the same sort of mana your adepts gets rank 1 in that spell sphere for free (instead of just having the ability to learn it). If you have 3 sources of that mana type your adepts start with rank 1 and rank 2 for free. So if are playing the Clan of Embers (which has fire as one of its starting mana) and you turn 2 mana nodes into fire mana nodes then your newly created adepts would start with Fire I and Fire II for free.
5. If you have the right sorts of mana you may be able to build the lesser towers (Tower of Alteration, Tower of Divination, Tower of the Elements and Tower of Necromancy). Each tower is a national wonder and provides different beneifts.
6. If you have built all of the 4 lesser towers and you have access to all 14 mana types in the game you can build the Tower of Mastery. If you complete that tower (and oyu have the tower of mastery victory condition turned on) you win the game.