Hi folks. I'm back with another question. New game, playing High Men. I built a settler and had him in what I thought was an OK spot to found a new city (magnifier said 19.5 max pop, 49% food bonus, low like 3% production bonus I think). Was hoping this would be a good food generator city. But the population stayed at 1000 (+0) for many many turns. I tried putting it on housing, tried building granary, but it was just staying at +0. Then next time I checked (probably 10-15 turns later) it was showing as 1000 (+50). Does it sound normal? What dictates population growth in a new city (or generally, I guess)? Is it just access to variety of resources? @ Nullzone. I read in your guide that you should look for at least 100% combined (food and producing bonus) on the tile you settle a new city but I cannot find any that high. I'm doing well to find 50% personally! Suppose I'm doing something else wrong here! Maybe my location was bad I'm thinking. But I used the magnifier and it looked like highest percentages I could find in total. TIA
I have never encountered a 1000 (+0). Sounds like a bug - does anyone else have an explanation for how a newfound city can go multiple turns at (+0) with Housing activated? Also, the newly posted manual is great. I can't wait to summon a Titan, now that I know they exist!
@Baracus: re: no pop growth Sounds like an odd bug, never had that happen to me. If you still have the savegame, keep it and wait for the update so you can send it to Wastelands. Pop growth as far as I know is only modified by your racial growth modifier, the "Prude" trait (-50%), Housing, the few buildings that give +growth (Insects), and a spell or two. As far as I can tell terrain and/or Plane does not have any influence on it. Housing needs Production output; it doesn't have an effect if your prod is 0 in that town. The "100% total bonus" rule of thumb: Think I should lower that number to 75% or so, maybe even to "50%+, depending on available resources". Plains is the best terrain type for food towns, I've seen as high as >100% bonus (albeit very rare) . Ocean is good too, but it'll take some time to get the Fishery up to make full use of it. Desert, Mountains, Swamp reduce the food bonus and increase the production bonus. About Hills and Forest I am not sure, didn't check in detail yet. When I build a new food town, I always look to get as many +food resources within the town borders as possible. Even with Resources on lowest setting, at least 2 is very common. E.g. 2 "Wild Game" resources give you +2*2=4 extra food right out the door. With Gray Elves, it's worth even more to look for lots of Forest squares: in addition to the Sawmill, they have the Forester's Guild which gives another +5% food per Forest square. Same as for Ocean/Fishery, keep in mind that it takes some turns to get it up and running.
Oops, totally missed that one. Transmute: Seems to be a bug, I couldn't get it to work either. On top of that, when I scrolled around the map after casting it, the mapview steadfastedly refused to show the area where I did so. It always jumped right over it, even zooming to an army stationed there didn't work. And I agree, the 3 Mana upkeep are a bit much. Would be more reasonable to have it without upkeep costs and just be a permanent terrain change instead, like the various terraforming spells. Alchemist's Guild: It allows you to make use of any special resources you have within your town borders. I think the Healing Herbs always work; but e.g. to use Darkwood or Adamantium to give your produced units bonuses, you need the Alchemist Guild.
Hi everyone. I am on the fence about this one so hoping one of you could answer the below in order for me to decide whether to take the plunge - Other than the fantasy theme, is this a very similar game to Civilisation? Because that is the type of game I have been waiting for (appreciate that Civ Rev 1 and 2 are on iOS but they are both poor from all the reviews I've read). For instance, I can't work out if this game has diplomacy. Can you build alliances etc? Many thanks
I have, but for a city i conquered (from hallowed). I think if the land is corrupted (hallowed) pop growth suffers. I think i even had negative pop growth..
It does have diplomacy, but i never managed to get an alliance. Compared to civ this game is much more combat focused.
@Hard_Squirrel: What manneger says, this is pretty much a wargame with some basic diplomacy added as sugar on top. What you can do (aside from going on the warpath, of course) is forge alliances with other Lords (also didn't get one so far, but then I don't pay much attention to it), try for non-aggression pacts, that kind of thing. And trade: Spells, Troops, Resources. A bit more in that area would be fun. Like showing up with a huge army in front of an enemy town and demand surrender But I do not miss diplomacy at all, the pretty complex wargaming aspect is more than enough for me. If that's your cup of tea, you'll find a great game with Planar.
@Baracus manneger brings up a good point about corrupted tiles. I'm sure if your city is surrounded by corrupted tiles, you could have a pop growth of +0. Do you think this is the case? @Nullzone thanks for the response! I completely agree that Transmute should be a 0 upkeep spell that permanently "upgrades" one ore within the city. I read about the four world resources that can only be utilized with the Alchemist's Guild in the new manual. I opened my latest game and found only one of these resources (darkwood) when looking on two different planes. I really like the idea though. Maybe one game I'll find three darkwood clustered and make a town dedicated to super archers. Has anyone summoned or fought a Titan? I'm curious as to what a Titan is exactly.
I've only seen Adamantium/Mithril on the Earth Plane so far. Darkwood a few times on Paradise if I remember right. On top of Transmute's "improve resource" a "change resource X into Y" spell would be fun. Don't need those Healing Herbs? Change them to an Iron Ore, then keep using Transmute to upgrade those to Mithril or such. Oh boy, are you in for a ride If you want to see for yourself, stop reading and do a Battle Arena game. You can use them as regular units there. Still here? Okay then... While I didn't have to fight a Titan yet (NOT looking forward to that...), I got "Shade of Night" from its Shrine recently. Don't know where he falls on the Titan power scale, but if he's anywhere around average, that's some serious buttkicking we are looking at. This guy/thing soloed high-level dungeons and town defenders like a hot knife through butter. More than worth the recruiting costs of 150g/650mana (or so) and the 50 Mana upkeep a turn. The same amount of resources/upkeep in regular units has a hard time matching that powerlevel. Summary: super-highend units that kick behinds six ways to Sunday
Oh wow, 50 mana upkeep a turn is no joke. I took your advice and checked out the Titan page in the battle arena... I cannot believe there are 10 different Titans. After a few rounds trying the different Titans out, I can certainly see why they cost 50 mana upkeep per turn. Shade of Night is awesome with resurrecting fallen enemies (50% chance) and a life steal attack. I'm looking forward to using one to defeat the new and improved AI I also encountered the darkwood resource on the Paradise plane and none of the four (that require Alchemists' Guild) on the Prime plane.
Forgot to mention that with a proper economy running, 50 Mana is pocket change A bit ago, I wrote that in one of my games I burned through hundreds(!) of Mana per turn, just for combat casting. No big deal when your towns bring in a few hundred gold each turn (which you can convert to Mana, Alchemist helps a lot). Have to wait and see how things turn out with the new AI, if that kind of well-oiled economy machine is still that easy.
New patch has been already submitted to Apple for review. Before that happens we have been able to squeeze just few more fixes, so here is the final changelog:
Based on the feedback from the patch beta testers the AI for the other Wizard-nations should now be a much better challange. Of couse the independent AI was already a bit of a challange. With this comprehensive list of changes this should be s much improved game. Let's hope it does not also introduce too many new bugs too! Of course with the length of the Apple approval,process this version could be as much as 2 weeks away - but I hope its faster. In the meantime its fun learning the game as it is.
Apologies if this has been asked before! Does anyone know the price in NZ for the initial purchase and whatever the iAP is that unlocks everything? If not NZ, then in USD? This thread has me amped. Edit: If the "STARTER PACK" is the "unlock everything" iAP, then the full price would be 48.98 NZD, does that sound right? Asking because the wife and I have a deal where we request approval from the other before purchasing. Works well to curb unnecessary spending.
From what I've gathered in previous comments on this thread there's plenty of content in the base game. The extra stuff is just a bonus.
Those prices are about right; it was $50 in Australia. Well worth it even before patch there is so much promise.