Frequently Asked Questions

Quetz said:
Dumb question time regarding mana. Am I correct in the assumption that you are supposed to need 3 Fire mana, for example, to cast a level 3 Fire spell? Or is there no point in having more than one mana resource? Have been trying to figure this out for a while, since the Eternal Flame gives you 3 Fire mana... there must be some point, right?

Or is that something that hasnt been dealt with yet..?

1 mana = ability to learn the spell sphere (all ranks)
2 mana = all adpets start with rank 1 in the spell sphere for free
3 mana = all adepts start with rank 1 and rank 2 of the spell sphere for free
 
ok, thanks. I was confused because there is a loadscreen hint that says you need X mana to cast X rank spells, which I assume is how it was at one time.
 
Kael said:
Yeah, I would still like a better mechanic. The best so far has been to make them into midgame goody huts (since you have to be able to clear jungles before you can access them). But I dont know if I want to make them goodie huts. I have been notoriously picky about ideas for them, that perfect suggestion just hasn't hit me yet.

You may have already had a lot of suggestions, or maybe the ideas bunny has come visiting with that 'perfect suggestion'. But, I like the idea of a mid-game goody hut as it introduces a random element, that (apart from battle odds) doesn't really feature after the early game. I'd quite like to see them as reusable goody huts that are dicey to use, a la Temple of Doom. Entering a temple, your intredpid unit could:

Translate Ancient Scrolls of Wisdom = Free tech (very rare)
Unearth Mystical artefacts = Free magic promotion (rarish)
Discover Treasure = Small Gold lump sum (common)
Disturb the temple guardians = 1-5 low level undead barb units pop out (common)
Fall into a booby trap = Bye bye explorer (rarish)
Anger the gods = Unleash 1 high level nasty barb unit (very rare)

Making them reusable opens up the possibility of them being overpowered, but this could be countered by:

-making the negative possibilities likely enough for it to be risky
-cheap, inexperienced units give worse results, expensive high level units give better results, but there is still a risk of losing a valuable unit
-temples must be in your cultural borders in order to be explored
-if they are still overpowered they could 'fall into ruins' after a random number of explores

Then again, what do I know, only been playing it for a week! :blush:

Kael, thanks for replying to my first dumb question so quickly, more to follow, I'm sure.
 
Hatty said:
You may have already had a lot of suggestions, or maybe the ideas bunny has come visiting with that 'perfect suggestion'. But, I like the idea of a mid-game goody hut as it introduces a random element, that (apart from battle odds) doesn't really feature after the early game. I'd quite like to see them as reusable goody huts that are dicey to use, a la Temple of Doom. Entering a temple, your intredpid unit could:

Translate Ancient Scrolls of Wisdom = Free tech (very rare)
Unearth Mystical artefacts = Free magic promotion (rarish)
Discover Treasure = Small Gold lump sum (common)
Disturb the temple guardians = 1-5 low level undead barb units pop out (common)
Fall into a booby trap = Bye bye explorer (rarish)
Anger the gods = Unleash 1 high level nasty barb unit (very rare)

Making them reusable opens up the possibility of them being overpowered, but this could be countered by:

-making the negative possibilities likely enough for it to be risky
-cheap, inexperienced units give worse results, expensive high level units give better results, but there is still a risk of losing a valuable unit
-temples must be in your cultural borders in order to be explored
-if they are still overpowered they could 'fall into ruins' after a random number of explores

Then again, what do I know, only been playing it for a week! :blush:

Kael, thanks for replying to my first dumb question so quickly, more to follow, I'm sure.

Major issue with this is that if they're in a jungle, and they almost always are, then the worker...who finishes clearing out said temple, is always going to be the first unit there, and therefore the explorer.

Im against the goodihut idea, --Moved to other thread-
-Qes
 
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

What do you think of ancient temples being places in which hero's/spellcasters xp increases faster?
 
I believe the Hell map will be effectively an attached map. It's on the design team's to-do list, as I understand.

Question: Is spellcaster XP gain rate scaled based on game speed? In a rare epic game I have going right now, it seems as though my adepts are gaining XP at a very fast rate compared to how many technologies I'm getting.
 
lordslimer said:
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

I would love it if we can figure out how to do it.

What do you think of ancient temples being places in which hero's/spellcasters xp increases faster?

I think it would be really hard to get the AI to understand how to take advantage of them for that.
 
Chandrasekhar said:
Question: Is spellcaster XP gain rate scaled based on game speed? In a rare epic game I have going right now, it seems as though my adepts are gaining XP at a very fast rate compared to how many technologies I'm getting.

It is not effected by game speed, so they will gain xp faster (compared to other things like learning techs) in epic games and realtivly slower on quick games.
 
Kael said:
It is not effected by game speed, so they will gain xp faster (compared to other things like learning techs) in epic games and realtivly slower on quick games.

Thought about changing it?
 
Quote:
Originally Posted by lordslimer
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

I would love it if we can figure out how to do it.

Sorry to be a pain, is it possible to have two small maps in the same game, horizontally unconnected (i.e. they have normal small map borders), but connected vertically?
 
I don't know if you can generate and use 2 maps on the same game. But, there are some script maps, SmartMap is one of them, that can connect vertically only (or both if ou want).

Check the mapscripts area of the site to getit.
 
vanilla civ comes with that option (top connected to bottom instead of sides connected), its called:

Tilted Axis

you can choose it for your map type, but only if you pick Custom Game, not the Play Now! thingy

one problem ive had repeated with it is that near the top and bottom all the terrain can black out, though it fixes once youve explored the entire map
 
A question about the grigori and their adventurer units. The adventurer gets xp like a hero unit. They also can be upgraded into larger units, scouts/warriors at first or others later. My question is once you upgrade them do they still gain the xp bonus as per a hero unit until 100xp? or does that stop as soon as you upgrade them? Also is there a limit to how many adventurers the grigori can gain?
 
When you upgrade adventures to a unit type, they keep all promotions including the Hero promotion, so they keep getting xp until they have 100 xp.

And no, there's no limit, but later ingame it gets harder to get them because you usualy get so many other Great Person Points that the chance of getting an adventurer is very slim. Personaly I usually get 2 or 3, and on one occasion I got 4 adventures. But if you never build wonders or assign specialists, I can imagine you get even more heroes.

Btw, one exception on the promotions carried over on upgrading: Heroic Strength doesn't get carried over (haven't played the grigori in the last version but I don't think I saw it fixed). So, I wouldn't give your hero heroic strength untill it's a tier4 unit.
 
ya it carries over, ive played many games with them now

and the best method is to never contaminate your capital GP pool and go for anything that will increase your GP rate or that gives adventurer points

though in team games if you have two people you get them slower because when a team member gets a GP the amount needed for everyone else goes up :/
 
Could someone list the differences beetween a settlement and city completely? I might try the kuriotates and i was wondering if settlements can build stuff or bring in commerce/production/food.
 
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