Questions from a new Wild Mana player

Yoadm

Warlord
Joined
Jul 25, 2005
Messages
265
Hi guys,
I've recently started playing Wild-Mana, after playing FFH for close to a year now, and I've been puzzled by a few changes:

- First, the noble houses. How does one erect them? I researched trade for one noble house, yet I don't get its building or unique units. How do I do that?

- Some of my units have special abilities, like 'cliffclimber' which gives +10% hills defence. How does that work and how does one get those abilities?
 
- Some of my units have special abilities, like 'cliffclimber' which gives +10% hills defence. How does that work and how does one get those abilities?

Your units gain these promotion dependant on the terrain that is near the city that build those units.
i.e. if your city is on a hill the units have a chance to gain the cliffclimber promotion.


- First, the noble houses. How does one erect them? I researched trade for one noble house, yet I don't get its building or unique units. How do I do that?
It is not just technologies, but also actions that can trigger an event which allows you to incorporate that house into your empire. for example if you wage war succesfully there is a chance that the warfare house (forgot the name) joins your empire. i usually play without this option so i can't really help you that much on this question.

if you have further questions feel free to ask them :)
 
Your units gain these promotion dependant on the terrain that is near the city that build those units.
i.e. if your city is on a hill the units have a chance to gain the cliffclimber promotion.

Pretty cool!

It is not just technologies, but also actions that can trigger an event which allows you to incorporate that house into your empire. for example if you wage war succesfully there is a chance that the warfare house (forgot the name) joins your empire. i usually play without this option so i can't really help you that much on this question.

if you have further questions feel free to ask them :)

Thank's!
Well, I researched the noble house that you get from the trade technology. Now, I have it in my city, but I don't have any of its buildings, cant build them, or the units of that house. How do I do that, how do I allso spread the house?
 
normally there is an event that asks you if you wish to incorporate that house. until that event you can't really make use of the buildings/units. The event is triggered by certain actions, for example if you have the trade house you may want to switch to free trade civic, open borders etc.
the event will probably appear than. i think sephi made this system a bit more intuitive with wm 9.0, but i guess it will take a while until the next patch is released, since it is a really big one. sephi himself said that the main problem remaining is writing ai for the new magic system.
 
Cool, ok next set of questions :)

1: How do I chose which options are on or off (like equipment)?
2: Where can I see the new civilization 'traits'? Like the Elohim's tolerant. I can't see it in civilidopedia.
3: Is there any guide regarding spell combo's? (the new spell system, well new compared to normal FFH)?
4: I still didn't get the noble house I was aspiring for, and its like 300 turns since I researched trade... :(
 
When you are starting a game, use the custom game screen. You will see game options along the right. One of them is for the noble houses, and I believe that the default is having the houses off. You may have to start a new game to turn them on.
I'm not sure, but you may be able to turn the equipment on and off at this spot as well.
 
1: As jwin said that's under custom game options, along with #4.

2: It's in the civilopedia, they just don't have their own pages. In the left scrollable column you can find a Traits option. Clicking it brings up a scrollable list of traits in the right scrollable column. Mouseover these and a tooltip should popup explaining them.

3: Not that I know of.

4: Just remembered to enable 1&4 you WILL have to start a new game. Figured I should mention that.
 
3: Is there any guide regarding spell combo's? (the new spell system, well new compared to normal FFH)?

you can see new spells in the pedia. there is one new mechanic that obsoletes old spells and replaces them with better versions if available, for more information look here:
http://forums.civfanatics.com/showthread.php?t=361685

i don't know if this is what you are looking for, since there is also a lot of new promotions for arcane casters, for more information look into the pedia there is a guides section: look for omnipotence victory:
guide:
http://forums.civfanatics.com/showthread.php?t=359018&highlight=omnipotence

overview about the system:
http://forums.civfanatics.com/showthread.php?t=324171&highlight=omnipotence

sorry for the delayed answer but sometimes i need sleep :)



4: I still didn't get the noble house I was aspiring for, and its like 300 turns since I researched trade...
You have to turn the noble houses option on, i thought you already did, so i did not tell you :( my bad
 
you can see new spells in the pedia. there is one new mechanic that obsoletes old spells and replaces them with better versions if available, for more information look here:
http://forums.civfanatics.com/showthread.php?t=361685

i don't know if this is what you are looking for, since there is also a lot of new promotions for arcane casters, for more information look into the pedia there is a guides section: look for omnipotence victory:
guide:
http://forums.civfanatics.com/showthread.php?t=359018&highlight=omnipotence

overview about the system:
http://forums.civfanatics.com/showthread.php?t=324171&highlight=omnipotence

sorry for the delayed answer but sometimes i need sleep :)




You have to turn the noble houses option on, i thought you already did, so i did not tell you :( my bad



Thank's alot! One more question regarding spells: Do I need deadly wild mana option in order to purchase spellbooks?
 
1)
you can buy spellbooks with the amurites and grigory when the equipment option is enabled.
those spellbooks have a chance of giving you any spell of their tier, i.e. spellbook III gives tier III spells.


2)
an other type of spellbooks is dropped by wildmana guardians who only spawn when the deadly wildmana option is enabled. those spellbooks additionally give you experience. the spell gained is depended on the techs you researched:

Don't use a spellbook until you have Arcane Lore!

Percent chances for gaining 1st/2nd/3rd level spells are:

Base: 50/20/0
w/ Sorcery: 75/40/10
w/ Arcane Lore: 100/60/40

(Doesn't matter if you are adept, mage or archmage.)

hope this helps :)
 
1)
you can buy spellbooks with the amurites and grigory when the equipment option is enabled.
those spellbooks have a chance of giving you any spell of their tier, i.e. spellbook III gives tier III spells.


2)
an other type of spellbooks is dropped by wildmana guardians who only spawn when the deadly wildmana option is enabled. those spellbooks additionally give you experience. the spell gained is depended on the techs you researched:



hope this helps :)


It does, thank's! Btw, I just founded house ghallanda, which gave me a bonus to the specific city where it was formed.

How do I spread the house to other cities and build unique units of the house? does it trigger automatically?
 
spreading is done via a specific unit, much like missionaries.
 
Founding a house and incorporating it are different things.

If you found a house (research appropriate tech) you just get the standard coprporation gains from resources to one city. You will get nothing more if you found a house.

If you incorporate a house (via a event popping up in game asking you if you want the support of the house ) you get all the benefits in one city, and can build special units/buildings in that city and can start spreading the house. You need to have researched appropiate tech and after that built appropriate units/buildings/promotions.

Hopefully the first mechanic will get eliminated in future as it serves no real purpose.
 
Founding a house and incorporating it are different things.

If you found a house (research appropriate tech) you just get the standard coprporation gains from resources to one city. You will get nothing more if you found a house.

If you incorporate a house (via a event popping up in game asking you if you want the support of the house ) you get all the benefits in one city, and can build special units/buildings in that city and can start spreading the house. You need to have researched appropiate tech and after that built appropriate units/buildings/promotions.

Hopefully the first mechanic will get eliminated in future as it serves no real purpose.
yes, the first mechanic will be eliminated, already is in my development version.
 
Founding a house and incorporating it are different things.

If you found a house (research appropriate tech) you just get the standard coprporation gains from resources to one city. You will get nothing more if you found a house.

If you incorporate a house (via a event popping up in game asking you if you want the support of the house ) you get all the benefits in one city, and can build special units/buildings in that city and can start spreading the house. You need to have researched appropiate tech and after that built appropriate units/buildings/promotions.

Hopefully the first mechanic will get eliminated in future as it serves no real purpose.


Ok, how do I trigger such an event? Especially regarding house ghallanda?
 
One more important question that arose: I developed Arch-mages with Earth III and Air III, yet I cannot gain mastery of earth and air. How is that done?

Further, how can I build an adventurers guild? A scout of mine could build it, but only in one specific city, and not the rest.
 
One more important question that arose: I developed Arch-mages with Earth III and Air III, yet I cannot gain mastery of earth and air. How is that done?

It is a promotion, that you can take on your next level up.

Further, how can I build an adventurers guild? A scout of mine could build it, but only in one specific city, and not the rest.

If you're not playing with the Grigori, I think the unit has to be level 6 and the city must have an inn. There's also a tech prereq but I can't remember it right now.

As for how to incorporate the house, the option must be turned on and you have to continue doing things that the House likes (in Gallhanda's case, building a lot of Inns seems to be a good bet :) )
 
If you're not playing with the Grigori, I think the unit has to be level 6 and the city must have an inn. There's also a tech prereq but I can't remember it right now.

As for how to incorporate the house, the option must be turned on and you have to continue doing things that the House likes (in Gallhanda's case, building a lot of Inns seems to be a good bet :) )


Yeah, I noticed that only lvl 6 scout units can form the adventurers guild.

Right now, trying to incorporate the research house unsuccesfully. The last house I incorporated ended up costing me far more than I benefitted from. Could that be due to a lack of resources?
 
Another issue:
As the amurites, after a long war ending in a victory against the Elohim, the cities I captured started changing their skin into a new amurite civ called the 'protectors of erebus'. I would re-capture those cities only to lose them again and again. How do I end that annoying thing?
 
When you incorporate a House, you have to keep its support high. You can check different Houses support in the house Advisor (Ctrl+F7). If the support falls too low, the house revolts into one of three civs : Traders of Erebus, Protectors of Erebus, and the last one I can never remember the name of :)

To keep support high, continue doing things that the House likes. (Inns and trade for Ghallanda, Mage Guilds and co for Cannith, etc ...)
 
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