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Cerex Flikex View Drop Down
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Direct Link To This Post Posted: 01 Jun 2012 at 09:23
Originally posted by dunnoob dunnoob wrote:

Originally posted by Cerex Flikex Cerex Flikex wrote:

I have yet to finish my exodus as I planned to do, to confirm some more information ie. regarding spells.
Fun info, a spell on a city in transit is not automagically cancelled.  I'm curious what happens in a week when my exodus arrives.  The city should be out of range for Nature's Earth from my capital at its destination.  For Nature's Mine teleporting the target out of range does not break the spell.  But of course teleport and exodus are different.

A remotely related situation is razing a blighted city, the raze does not automatically terminate the blight, i.e., the blight continues to burn mana at "abandoned town" (an ordinary square on the map) until it is explicitly cancelled. Ouch 

Very interesting.  Tomorrow I should be setting my exodus, and I will see what happens there. Perhaps it's only the spells regarding a mage tower above level 12, or distance that will be affected. I'll be sure to update.
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Direct Link To This Post Posted: 02 Jun 2012 at 10:55
So I've just now set out my exodus. My mage tower had not been above level 12. All 3 spells that I had up (Death Rune, Nourishment for Ally, and a Wood bonus for one of my other towns) have dissipated. A spell from a different town is still listed as active on my moving town. When my exodus lands, I will see if it is still there.

EDIT: Yes it's still there. I will now edit my guide to share this information.


Edited by Cerex Flikex - 02 Jun 2012 at 10:57
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Direct Link To This Post Posted: 06 Jun 2012 at 00:37
Here's a question. This has probably been answered before but if you want to exodus a square to one within the 10 square radius and you need to claim Sovereignty level 5 on it to allow the move, does it have to be claimed by the city that you want to move or just any one of your cities?
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Direct Link To This Post Posted: 06 Jun 2012 at 01:00
Originally posted by Rohk Rohk wrote:

Here's a question. This has probably been answered before but if you want to exodus a square to one within the 10 square radius and you need to claim Sovereignty level 5 on it to allow the move, does it have to be claimed by the city that you want to move or just any one of your cities?

I used the same city as the square was adjacent to the town I wanted to move. Sovereignty costs more the further out it is. I believe any city will do.
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Direct Link To This Post Posted: 06 Jun 2012 at 03:09
any city can claim it provided its one of yours
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Direct Link To This Post Posted: 08 Jun 2012 at 06:56
Originally posted by Cerex Flikex Cerex Flikex wrote:

A spell from a different town is still listed as active on my moving town. When my exodus lands, I will see if it is still there.

EDIT: Yes it's still there. I will now edit my guide to share this information.
 Same here, by far out of range for a new geo spell from my capital.  So now I got a nice enhanced 12.8% clay bonus at a new location with 4 clay pits and 3 quarries, where a stone bonus would be better...LOL

Update: But at least the walls were up to level 18, and survived the exodus as expected.  It also has a tavern, and eager to explore Tallimar I accepted the geography quest.  Beer lost, diplos are not supposed to leave the town for five days.Ouch


Edited by dunnoob - 08 Jun 2012 at 07:01
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Direct Link To This Post Posted: 29 Jun 2012 at 16:05
Flikex thank you for this awesome Guide trough Exodus Thumbs Up
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Direct Link To This Post Posted: 19 Jul 2012 at 09:39
thanks for this ... it was really helpfull ...
In a world where data is coin of the realm, and
transmissions are guarded by no better sentinels
than man-made codes and corruptible devices,
there is no such thing as a secret.
Dr Kio Masada
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Direct Link To This Post Posted: 06 Nov 2012 at 22:41
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