Frequently Asked Questions

Although it has been requested that it spread there at AC 100

Hell terrain is a different version of normal terrain, which loses some resources. It represents Erebus and Hell joining as Agares's minions invade the world.
 
Actually, I think I may have seen some hell spread in good lands in my last game, although I suppose the good lands may instead have spread into hell. It doesn't disappear right away when the territory changes hands.

That was a very interesting game, where the AC stayed in the upper 90s for a very long time, and frequently reached 100. The Armageddon events had wiped out everyone but Infernal and Elohim on one continent (but the Elohim won't last much longer), but left the other continent with Cardith, Morgoth (my original player), his capitulated vassal Perpentach, and 3 different Basiums almost uneffected. Yes you heard right, 3 Basiums (Basia?), each of which got a free angel at the death of each good living unit. This was with a significantly modded version of .25k, but I had forgotten that I had made the Mercurian Gate a Nation wonder instead of a World wonder, allowing every civ to summon a different Mercurian Civ lead by its own Basium. When I first tested the change it seemed to cause a CtD, but I guess that was unrelated because I forgot to change it back and it worked fine. Well, I eventually got a CtD, But I had already been playing as the third Basium I summoned for about a hundred turns.


By the way, are Angels supposed to turn barbarian at the Wrath event? I thought it was only supposed to effect living units.
 
By the way, are Angels supposed to turn barbarian at the Wrath event? I thought it was only supposed to effect living units.

I asked this question myself before.

The answer I received was that there was a change made for the Wrath event to include non-living units like Angels, Catapaults, etc. The Civilopedia had not been updated under the Avatar of Wrath entry to reflect this.

Of course, when the AC hits 100 and the second culling takes place you are in good shape if you are playing Basium because you will not lose any of your Angels, but will get a load of new ones, many of them with a huge number of XP due to other civs losing their heroes and other strong units.
 
Actually, I think I may have seen some hell spread in good lands in my last game, although I suppose the good lands may instead have spread into hell. It doesn't disappear right away when the territory changes hands.

True, unsuitable lands reduce hell counter by 10/turn and every surrounding hell tile increases it with 1/turn. (except infernal/mercurian lands) Thus in the worst case a tile's hell counter would go down only 2/turn meaning even 50 turn long wait to it become normal again. In bordering tiles the typical amount is 6/turn meaning 1-15 turn long wait.
 
Some general questions I have:

If you (usually) win BtS on prince, what level should prove a good challenge, but not too good?

Does it (usually) pay off to found multiple religions?

Is it (usually) better to create multiple mana sources of one type, or single mana sources of multiple types?

What is the best way to get the most out of spells? I seem to rely rather heavily on metal-wielding troops, and use spells mostly to get rid of desert. Could someone suggest a good way to delve more deeply into the magic side of things?

Thanks.
 
1) First couple games, probably Prince as you learn the (many) new mechanics. Then after, you'll probably move up to monarch or emperor.
2) No so much, though if you build multiple shrines you get free magic resources. But they are spread over the tech tree, and it pays to focus after you get the worker techs you need.
3) I like variety, but there are certainly benefits to each.
4) Play as the Amurits civilization, who get a building which gives lots of bonus XP to adepts (if you have more mana nodes). Or, well, just go ahead and research there quick, don't rush but play around and experiment at your leasure.
 
To start, it is probably best to do one religion, and to select which mana types you are most likely to use (probably fire is chief among them) and build many of that. Since you are still learning things, it is probably best to make sure it is never the same ones :)

Focus on learning a couple spheres of mana at a time, and get 3 of each you want to learn. Later you may decide there are only a handfull of spells you want, and build the rest of your nodes for innate benefits (Maintenance, GPP, Health, Happy, more resources...). Or you might become a mana hungry despot who yearns for a tower victory each game. Both happen often.
 
I will generally try to found as many religions as I can - although it is damn hard beating the elves to Leaves and the dwarves to Runes of Kilmorph.

Using Great Persons to build the religious shrines not only gives you the mana bonus, but also gold for every city that has the religion. Not only in your civ, but on the whole map. Get busy sending out the 'missionaries' and the extra gold will really assist your economy.

You get these bonuses no matter which religion you choose as your state religion.

There should be an added bonus for founding all five of the religions (not counting the Cult). ;)
 
Why people always mention fire first? Fireballs are nice but not as powerful as contagion (death II) and maelstrom (air III) beats meteors 100-0, perhaps because air I isn't so useful
 
Because fire is straightforward and easy to get accustomed to. It is the beginner element, not the best one. Most every mechanic used in spells is implemented in the fire sphere, so by using that they can see enough to start understanding what is going on in the other spheres.

You cannot compare level 3 spells for a beginner to learn from, they will learn from the level 1, and a little from the level 2. The chances many beginners EVER get a level 3 are fairly slim. The chances they get the RIGHT level 3 are a shade lower.
 
Also, fire spells are the sorcery spells that can kill enemy units completely, not just weaken them. If you don't have enough support troops to clean up the half dead units then this can be very useful.
 
Also you do not need very costly and slow catapults.
 
[NWO]_Valis;6171137 said:
Also you do not need very costly and slow catapults.

perhaps catapults should be replaced with some sort of "army engineers" division, thats 2x faster and takes 2 turns to transform into a catapult?
(1 on forest/jungle)
 
One nice thing about catapults is the collateral damage they inflict (I may be wrong, but I think they do more than fireballs). I sometimes station a few of them in my border towns to defend against massive stacks. I rarely use them for assault, though sometimes I send a few along to garrison newly captured cities. The few times I do use them in offense is when I don't have access to fire mana or don't have any/enough fire mages for all of my various war fronts.
 
Question---the patch number no longer seems to be in the readme files.

I have 0.25, but that's all the info that is in the readme file.
 
I would reinstall the patch to be sure. The letter should be there.
 
can some one tell me what to do so that the game will remmember my preferences such as number of players and game speed and all that?
10q
 
Game speed it tends to remember (I assume you are using Custom Game?). But there is nothing special you can do to make it remember much beyond that. You have to check all the boxes each time for the center set of choices, and if you modify the number of players, pretty sure that has to be done each go (I don't change that myself, so can't say for sure).

From the top of my head, it remembers:
Map Type
Map Size
Game Speed
Climate
Sea Level


Not much beyond that though (really wish it would remember the Torroidal choice instead of Cylindrical).
 
for some reason my mana power up i know if you have you have 2 of one mana you start with level one, and if you have 3 you start at level 2,

I have 3 nature mana. :1 palace, 1 wonder, 1 node = 3 . well for some reason i all of my units still start at level 1 nature instead of level 2. any one want to clue me in as to why this is happening :cry:
 
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