What for? It's common sense, why would you use housing in the endgame?
Not sure where to add it, does the Vizier even have a help entry? I don't think I've ever seen one.
What for? Because while you may intend vizier for end game, unless you state that in game, that isn't what other players will always use it for. Intentions do not translate to in game knowledge, without an in game entry.
Don't you get some kind of pop up when you choose grand vizier? That's what I was thinking of adding it to.
Quote:5.31
-Summon Hero now costs 180 to cast.
-Increased Fame required for heroes to appear for hire. From the old tiers of 0,5,10,20,40 fame, they are changed to 0,10,20,40,100 fame. With the addition of the Colosseum, and genereally more enemy armies to destroy and gain fame from, the old requirements were far too easy to obtain.
-When a hero appears for hire, higher fame requirement heroes have a lower chance to appear. This effect diminishes as fame increases, and ceases if fame reaches 3x the required amount.
-Famous no longer doubles hero hiring chance, instead, halves the chance to get a fame 0 hero to appear.
-Chance for heroes to show up for a human player no longer depends on fame and is instead a preset 1/6, 1/12, 1/36, 1/48, 1/60, 1/90 chance depending on the amount of hero slots already in use. Fame is used to increase the quality of offers instead. (AI chance to hire is roughly unchanged .)
-Legendary now adds 5 fame/level.
-The Rogue is now a fame 0 hero. He/she now costs 250 gold and 6 maintenance.
-The Thief is now a fame 10 hero. She now costs 500 gold and 8 maintenance.
-Efreet now have a resistance of 10.
-Chaos Spawn now have a resistance of 12.
-Orc Archer gets +1 armor and +2 resistance.
-Huntress now has Super Blademaster, +4 bow attack and -4 melee attack streangth.
-Amazon gets 1 more random ability.
-Warlock hero loses Super Ritual Master, gains Super Arcane Power, and gains 1 more random ability.
-Magician hero gains 1 more random ability.
-The Knight gains +5 extra health, Super Constitution, Negate First Strike and Logistics, but loses Super Legendary.
-Elven Archer now has 1 more random ability (4 total) and can cast Stasis in battle.
-Famous can now increase hero levels up to (turns/75)+4 instead of level 6.
-Fixed bug “be short” type greeting when AI wizard is impatient never appears.
-Fixed bug : When the AI wants to demand a spell to accept an offer, they might refuse instead.
-Fixed bug : When the AI wants to demand a spell to accept an offer, they will demand gold instead if no spells are available.
-When the AI refuses a treaty offer because they wanted to ask for gold or a spell but the player doesn't have any, a new message type implying that appears, unless the AI has a “I'm refusing because you did X in the past” type of response available.
-Fixed bug :Astrologer army strength was able to be zero again, reintroducing the divizion by zero bug in diplomacy.
-When the AI refuses a “declare war on” request due to a peace treaty, they will now refer to the peace treaty instead of using a generic refusal message.
-When the player tries to trade, but the AI has no spell the player could learn at all, the AI will use a new message that refers to the AI having nothing to offer. However if there are spells to trade but the value doesn't match so no trade can possibly happen (meaning the AI's spell is more valuable), the player still gets the usual “you have nothing to trade” kind of response.
-Orihalcon units now show a small icon below the magic/mithil/adamantium weapon icon.
-Readjusted amount of ores generated on each Mineral setting and plane. Specifically the differences between Rich and Fair have been toned down, as well as the difference between the two planes.
-AI is no longer able to use Jihad hostility outside of a Spell of Mastery situation. (previously, it was limited to Ruthless wizards to do so, but it did them more harm then helped.)
-Improved the display of casting skill in the overland spellbook. (thanks for the info, Drake178!)
-Fixed bug : When the AI has less than 2 units in a city of population 7 or more, game froze when selecting production. This effect also affected the Grand Vizier.
-Grand Vizier now considers Smithy a non-military building
For grand vizier: The message I would want is 'Grand Vizier will now be in charge of what buildings your cities make. Can he build military buildings?' (or whatever it currently says). And then add 'Note that in either case, the Vizier will not choose housing.'
Ugh. That's annoying. In game text needs to show restrictions. I'd actually be more interested in changing it to a warning 'Vizier should only be for end game use. Do you want it to handle military buildings?' or something similar. Something to indicate it may make poor choices in some circumstances.
Perhaps it can just be mentioned in the .odt documentation. Currently, the docs say:
Can only build buildings.
Will not change orders if you are producing units.
Will use the priorities of a pragmatist AI wizard.
Perhaps this could be clarified:
Can only build buildings (that is, it will not build Housing, Trade Goods, or units).
Will change orders away from Housing or Trade Goods if they are manually selected.
Will not change orders if you are producing units.
Will use the priorities of a pragmatist AI wizard.