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2014, New player questions

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Zakathan View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Zakathan Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2014 at 11:04
Got another question:

I understand now that Treasury city is an old concept. Is it still worthwhile to have some T1 spies and thieves in your city then to detect enemy diplomatic units? What about Saboteurs and Assassins?

If so - how many should you have in your city (let's say after it's been well established).
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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2014 at 16:01
Adding mana to spells is only relevant to Geomancy and Blight spells.  Please don't attempt to add mana to runes, it doesn't do anything.  To protect you from that error, there is no box to add mana on the Runes spell page.

I think it's worthwhile to have some defensive diplomats of each type to give you a CHANCE of catching any incoming diplomats of that same type.  As to how many, that depends on whether you are at war or peace, how many people you've pissed off lately, that sort of thing.

There is little need to maintain a large body of defensive assassins unless you are at war (and perhaps not even then) since the main risk from assassination is from assassination when you are under siege.

As for saboteurs, once your city is largely built, you will rarely be researching anything (research will be completed) and so the risk of saboteurs is diminished.  Therefore it's harder to justify keeping a large body of saboteurs.

I'd start with 5 of each as a minimum and adjust from there based on your level of paranoia and/or tendency to engender controversy.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dwrwd Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 19:01
A question about commanders.

Everybody tells you you should use T2 units as commanders but, since T1 units can give a higher defensive bonus, shouldn't we have some T1 commanders for defensive purposes?

edit@ aurordan: could you please elaborate? how should I decide which T1 commanders to use in different situations?


Edited by Dwrwd - 21 Feb 2014 at 19:30
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Aurordan Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 19:22
T1 commanders certainly have their place.  I'm not sure who was telling you that.  
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dwrwd Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 19:27
I noticed that most IGMs disappear from my mailbox after some time.
Do you know how long do they stay there before being erased?
Is it only system messages that get erased or also messages from other players?
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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 19:28
t2 units tend to have advantages for attacking NPCs, since they have higher attack values and thus can have MUCH higher heroism scores.  For a new player, the increased attack value can substantially improve kill ratios vs. small animal groups.

You are absolutely correct that in the long term you will probably want to have some t1 commanders as well.  I personally build at least one t1 cavalry commander in each city both for speed and for the enhanced defense against cavalry potential.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Daufer Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 20:10
Originally posted by Dwrwd Dwrwd wrote:

A question about commanders.

Everybody tells you you should use T2 units as commanders but, since T1 units can give a higher defensive bonus, shouldn't we have some T1 commanders for defensive purposes?

edit@ aurordan: could you please elaborate? how should I decide which T1 commanders to use in different situations?

T2 commander can give up to a 15% attack bonus to troops of their type in their division.  For example, if you have a city building infantry for attack and plan on sending out more than 500 troops at a time, you will get better overall attack power by using a T2 infantry commander trained to 15% Bloodlust than by using a T2 cavalry commander who can only be trained to 10%.  For small units (anything under 500 or so)  there is more advantage to using T2 cavalry commanders because their much greater attack power via Heroism more than makes up for the 5% difference at the division level.

T1 commander can give up to a 15% defense bonus against troops of their type.  If you are setting up a siege camp for example, it is most likely going to get hit by a lot of cavalry.  A T1 cavalry commander will give his division 5% more defense against cavalry than any other type of commander can and this bonus applies whether your defending troops are spears, bows or anything else.  If you are trying to protect someone who is being sieged and their city has a mountain next to it, odds are a lot of bow units are going to be landing on that mountain before the camp arrives.  You could send a bunch of troops under a T1 bow commander there to wait for those troops to arrive and get a slightly higher kill ratio.  Of course the alliance doing the sieging is probably going to scour that mountain with cavalry before their defense troops arrive just in case so you might still be better off with a T1 cavalry commander instead.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Aurordan Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2014 at 20:15
If player mails ever get deleted, I haven't gotten to that point. 

System messages will usually hang around for like a week, and then get automatically deleted. Forward these to someone (Like yourself) if you want to hang on to them.  

RE: Commanders

Basically what other people said.  When using large numbers of defensive troops, T1 units of the type you want to defend against will give you a 5% bonus over other commander types, assuming you max the appropriate skill.  
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dragonwort Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2014 at 10:35
Oh Great Oracle of the Forums,

I noticed that spell casting includes a racial bonus..I am human so it doesn't seem to apply to me....to whom does it apply? AND while on the subject, are there other racial bonuses? (bonea?) AND if so, perhaps a list of said bonuses?  Thanks..Smile Dragonwort
Just another wrench in the works..
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Rill View Drop Down
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Post Options Post Options   Thanks (2) Thanks(2)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2014 at 15:46
Elves have a 5% racial bonus to magic.  Dwarves have somewhat more accurate siege engines.  Orcs have a bonus in smelliness.  Not sure if humans have any special bonuses.
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