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spikes in power graphs? what would cause this?

Dougal

Chieftain
Joined
Oct 30, 2005
Messages
14
I can't think of anything that would've caused this.
 

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The Ljosalfar used their worldspell, March of Trees, which spawns a treant in every Ancient Forest in your borders but despawns them all after 5 turns.
 
Makes me think of a potential sploit for it. Cast it and then demand outrageous tribute from everyone that isn't pleased but is also not your worst enemy. They decide whether or not to grant such tribute based on your relative power ratings, right?

Anyone ever tried this?
 
Makes me think of a potential sploit for it. Cast it and then demand outrageous tribute from everyone that isn't pleased but is also not your worst enemy. They decide whether or not to grant such tribute based on your relative power ratings, right?

Anyone ever tried this?

That... is a fiendish idea. brb, playing Ljosalfar.
 
The problem is that it should count, somewhat.

Say you're invading Ljosalfar lands, with a huge army intent on capturing every city you can find. They cast their spell and now you're surrounded by Treants. Okay, they'll go *poof* in 5 turns, but that's enough to wipe out your army.

And then the Ljosalfar politely ask if you'd be willing to sign a ceasefire...
 
How is "power" calculated anyway? Does each unit have a weight of its own? Is base str the only weight factor or do promotions count as well? How do spellcasting units factor into this? Summons should not affect the power rating themselves but an army of mages capable of summoning 100 fireballs at once should be recognized as pretty powerful.
 
How is "power" calculated anyway? Does each unit have a weight of its own? Is base str the only weight factor or do promotions count as well? How do spellcasting units factor into this? Summons should not affect the power rating themselves but an army of mages capable of summoning 100 fireballs at once should be recognized as pretty powerful.

Power is a seperate attribute on each unit so we can move them around if we decide that archmages should contribute more to a civs power graph and such. But it isn't dynamic (it is added once when the unit is created, and subtracted from when the unit dies) so as implemented it couldnt be effected by level, promotions, etc.
 
Power is a seperate attribute on each unit so we can move them around if we decide that archmages should contribute more to a civs power graph and such. But it isn't dynamic (it is added once when the unit is created, and subtracted from when the unit dies) so as implemented it couldnt be effected by level, promotions, etc.

Yeah, I found that playing as Keelyn, it was worth the slight maintenance increase and micromanagement to have all archmagi keep as many summons on the field as possible to prevent idiots from declaring war and inconveniencing me until noticing that I had an army where, once, I did not.
 
I had a similar problem I think... As the Amurites I *crushed* the Lanun, but lost so many units doing so they thought I was losing. Problem is that all those units I lost were fireballs. Am I right in thinking that is the reason Falamar with a handful of islands left won't sign a treaty?
 
*nod* He thinks you lost a ton of units and can't sustain your losses before you nail him.
 
lol!
"Pshht! h had to spend 4,000 fireballs o take my cties, theres no wya in hell he has the last 400 he needs to take me and guybrush down!"
 
As the Ljosalfar leader, I've cast the March of Trees worldspell and used the resulting power increase to get peace treaties with three powerful enemies who had allied with each other to crush us and were doing so; using the same power increase, the Elohim accepted becoming our vassals, and the Calabim agreed to a very advantegous to me trade agreement.

OTOH, casting eliminated every ancient forest in my nation; along with their benefits. And everyone knew there'd never again be a March of the Trees spell or for a time treant defender of ancient forests (as there were no ancient forests left).
 
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