tjs282
Stone \ Cold / Fish
OK, (possible) bug report time. War Academy does not allow new Settlers/Traders to be built. Not by me (Lerians) and (I looked in the .biq) apparently not by anyone else, either.
If this was not intentional, then it ought to be fixed. I wonder if the Trader(upgrade) could be given WarAcad as its prereq-tech? (I believe) The Palace Trader would still autoproduce it in the early stages (until ThinCom), and then after WarAcad it could be built from scratch and upgraded (since the upgraded nation-specific Traders' only prereqs are the nation-specific techs). The Trader(upgrade) would need an AI-strat, though, or the AI won't build it — and probably a population cost too (not sure what happens if autoproduced units have pop-costs, though — does the autoproducing town lose the pop-point or not?).
Oh, and did I see that the upgrade is not cost-free after all? The Trader(upgrade) costs 20 shields, but the nation-specific Trader-units all cost 30 shields? That should also be changed, since the AI cannot manage its economy properly — hell, you could make the Trader(upgrade) cost more than the nation-specific Traders, if you want to make it less easy (for the human) to spam Traders during the end-game.
Since Domination is no longer a realistic option, and Conquest never really was, I'm now going for the Empire (VP) victory. Having been ~10000 VPs behind the Berelliseg before I DoW'd them, I am now only ~1000 VPs behind (they're now at ~44000 VPs). At this rate, I should easily be able to overtake them before game-end, especially if the Kyrregos also continue to throw their 5.1.1 units at me in such large quantities...
Another couple of niggles, though:
I have no Traun, and nor does anyone else (even if they weren't all embargo-ing me, according to CivAssist no-one's even hooked any). I looked on the map in the Editor, and there are no Traun-tiles anywhere near Leria: the nearest source I saw was north of Telasha, but I already conquered their northernmost town before WW forced a (temporary?) halt to that campaign, and I still can't see it on the in-game map (it might be in a still-unexplored area, though). So all those lovely-looking upgrades for the Lerian Arguerens and Denviels are pretty much just pie-in-the-sky — I seriously doubt anyone will ever get to build them.
And having whip-rushing for most of the Kiinims is really bad for the AI. I'm now fighting on multiple fronts, attacking with pretty tall stacks, and they're all desperately whipping defenders. In my campaign against the Lesegolons, using my Northern Champions (I colonised the necessary resource on the Ephrirans' former land), the first town I took (with Bersegor's Voyage in it!) was at Pop14 when I started, but was at Pop1 when it finally fell (it took several turns, because I forgot that the NCs could blitz...).
) than the spiders ever did.
Being Immobile, the Queen Fesites can't do very much more to the human than just block use of the tile they're sitting on. Their ZoC-damage can easily be avoided by moving units carefully in their vicinity (the only ZoC-damage I incurred was to newly-built units auto-moving to rally-points), and to avoid spawning their mobile offspring, I simply left them alone until I had fast-units strong enough to damage/ kill them (Jistlers and Merssetars). But I planted towns right next to them without any worries, so if you wanted to make the Queens more dangerous in SP, maybe give them Range=1 (lethal) bombardment...?
TBH, I thought the 'wild nests' were the equivalent of epic-game barb-camps, though — that's where the Erets all came from on the 2 era-changes (although the nests don't seem to respawn after being destroyed...?)
If this was not intentional, then it ought to be fixed. I wonder if the Trader(upgrade) could be given WarAcad as its prereq-tech? (I believe) The Palace Trader would still autoproduce it in the early stages (until ThinCom), and then after WarAcad it could be built from scratch and upgraded (since the upgraded nation-specific Traders' only prereqs are the nation-specific techs). The Trader(upgrade) would need an AI-strat, though, or the AI won't build it — and probably a population cost too (not sure what happens if autoproduced units have pop-costs, though — does the autoproducing town lose the pop-point or not?).
Oh, and did I see that the upgrade is not cost-free after all? The Trader(upgrade) costs 20 shields, but the nation-specific Trader-units all cost 30 shields? That should also be changed, since the AI cannot manage its economy properly — hell, you could make the Trader(upgrade) cost more than the nation-specific Traders, if you want to make it less easy (for the human) to spam Traders during the end-game.
Since Domination is no longer a realistic option, and Conquest never really was, I'm now going for the Empire (VP) victory. Having been ~10000 VPs behind the Berelliseg before I DoW'd them, I am now only ~1000 VPs behind (they're now at ~44000 VPs). At this rate, I should easily be able to overtake them before game-end, especially if the Kyrregos also continue to throw their 5.1.1 units at me in such large quantities...
Another couple of niggles, though:
I have no Traun, and nor does anyone else (even if they weren't all embargo-ing me, according to CivAssist no-one's even hooked any). I looked on the map in the Editor, and there are no Traun-tiles anywhere near Leria: the nearest source I saw was north of Telasha, but I already conquered their northernmost town before WW forced a (temporary?) halt to that campaign, and I still can't see it on the in-game map (it might be in a still-unexplored area, though). So all those lovely-looking upgrades for the Lerian Arguerens and Denviels are pretty much just pie-in-the-sky — I seriously doubt anyone will ever get to build them.
And having whip-rushing for most of the Kiinims is really bad for the AI. I'm now fighting on multiple fronts, attacking with pretty tall stacks, and they're all desperately whipping defenders. In my campaign against the Lesegolons, using my Northern Champions (I colonised the necessary resource on the Ephrirans' former land), the first town I took (with Bersegor's Voyage in it!) was at Pop14 when I started, but was at Pop1 when it finally fell (it took several turns, because I forgot that the NCs could blitz...).
How were they intended to work? Because the Barbarian Encampments gave me much more trouble (one of them bombed a newly-built Outpost to bits — twice!Yeah the spiders dont do much in normal SP, but the AI love to try and kill them. In MP they act like they were intended for some reason. They are the equivalent of the barbarian camps.

Being Immobile, the Queen Fesites can't do very much more to the human than just block use of the tile they're sitting on. Their ZoC-damage can easily be avoided by moving units carefully in their vicinity (the only ZoC-damage I incurred was to newly-built units auto-moving to rally-points), and to avoid spawning their mobile offspring, I simply left them alone until I had fast-units strong enough to damage/ kill them (Jistlers and Merssetars). But I planted towns right next to them without any worries, so if you wanted to make the Queens more dangerous in SP, maybe give them Range=1 (lethal) bombardment...?
TBH, I thought the 'wild nests' were the equivalent of epic-game barb-camps, though — that's where the Erets all came from on the 2 era-changes (although the nests don't seem to respawn after being destroyed...?)
Last edited: