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Old May 20th, 2008, 10:05 AM
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Default Re: Newbish question

I've used Ctrl to group my commanders, not Alt. Perhaps both work, or it's OS spesific?

To ungroup the commanders, hold control/alt again to remove them from the group.


If you are moving forces from many places into one province, press 'y' to give orders to units that will be there next turn. You can see and position all units except those that already are there. There is a minor bug that prevents you from repositioning troops that are already there, although you can give orders to them.


Sites with "enter for adventure" are dangerous. Try sending in expendable commanders like indy priests or something, see if they ever get lucky, and check out the opposition.

Luck scale: it's not known how good Luck is, exactly. I've tested it in several games with 9 provinces, total, and in these Luck nations generally got about as much gold as Order nations, in addition to the other events. The quality of the provinces had more effect on the nations' total amount of gold than what good scale they had taken.
The rumored break-away point is due to the fact that Order affects all of your provinces every turn, but Luck only gives few events. It was thought that the maximum was three events/turn, but I've seen four even in my 9-province test games. It's hard to test, because some spells cause bad events and you can't be sure the AI or an enemy player didn't cause some of the events you got in an actual game. Still, at least 4 and perhaps more events are possible per turn, but 6-7 are rare except in really big games and Luck will definitely produce less money than Order in those. On the other hand, those games last a long time and the gems you get from Luck would have added up quite nicely.

IMO, it depends from your nation. If you get lots of money early on to properly afford expansion and research and your first castle or two, Luck may be too unreliable. I often take Luck, even if Order might be better, because I like being lucky.



Short Guide to Horrors

Horrors come in several varieties. Lesser Horrors are ethereal and nasty. Horrors are ethereal and quite strong. Doom Horrors have fitting names like Eater of Gods or Maker of Ruins, and special abilities like Siege Bonus 400 and special weapons that negate "lucky" attribute and impose penalties on you. Dream Horrors were also added in a recent patch.

Astral spells can cause Horror marks, which attract horrors. Horror Marks can't be removed, but the horrors won't spontaneously attack you before you are marked multiple times, and even then they'll often be of the lesser variety. You can't see how strong your Horror Mark is, but there are several levels of it.

Blood has spells which can summon horrors, mostly in battles. Hellpower increases all the caster's magic paths by 2 (until the end of battle), but causes Horror Marking and summons horrors. Call Horror summons one, but the caster doesn't control it; instead, it attacks anything it pleases, probably something that has been Marked. Send Horror/Dream Horror can send the beasts to a remote province. They will try to kill whatever's there, but you won't get the province if they succeed.

The only simple way to get controlled Horrors is via Wish. You can wish for the unique Doom Horrors if you want to, but they have a good chance of attacking the summoner, and even if you get to control one it will disappear before or later.
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