NobleHelium Wrote:I believe it goes down if you are in the bottom half, and it goes up if you are in the top half. If you are in the middle of the pack it could easily go either way.
I thought it was (and this has been my experiences with it as well, although many changes have occurred when I have not yet met everyone aand therefore cannot see all scores), that if you are in the top third, you go up a level, if you are in the bottom third, you go down a level, and if you are in the middle third, you do not change. I am almost positive that there is no minimum or maximum. Usually starting at Emperor, I often go all the way up to Diety, and once after summoning Hyborem (note: Don't use flexible difficulty if you're going to rush him) dropped all the way to Warlord before I conquered enough land to push myself out of the bottom third.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Liches are niches. Not really reasonably attainable in MP games. You need both Malevolent Designs and Strength of Will. This is only possible, if you manage to be the one finishing Infernal Grimoire and I think that slingshot is strong enough even without this. I would suggest either removing the requirement totally or moving it to some a cheaper tech. E.g. Fanatisicm or Corruption of Spirit could be reasonable requirements.
So are liches buildable now? Or still just via spell?
I would imagine that if just spell ... that its set up so that the spell is blocked until Malevolent is researched?
I wonder if it would be better if Liches were buildable with only the Malevolent tech (and liches could be also created with only the Strength of WIll tech, assuming a death 3 archmage).
As in, as long as you had Malevolent tech, and at least one of the 4 necromancy based mana ... you could upgrade a mage directly to a Lich (as long as there were less than 4 current liches of course)
Are liches immortal in this version? They should be.
I've not tested it, but based on what is visible through the interface converting Archmages to Liches works same way as before. Spell just requires also Malevolent designs tech now and naturally Death III mage.
Selrahc suggested this originally based on the fact that Strength of Will basically enabled 8 Tier-4 units immediately and Archmages are pretty much the Strongest possible units in the game. Their tech also unlocks probably easiest win condition of the game so it gives lot of benefits. These are good points, but as a counterargument I don't remember a single game where Liches would have had any effect to game result.
Now when I start arguing and thinking about this I don't feel too strongly about this so you're free to ignore this suggestion. There are lot of other niche strong units that won't enter to the game until it is already over in MP games.
I think we will just have to accept that this is the nature of MP games.
Granted, I have played quite a few MP games which lasted till end-game tech, but these were not, I imagine, under typical conditions (and usually were either 2 player games, or had full tech trading on)
Anyways, as previously stated, I think we can just agree that we won't usually see Liches in MP games, just like we won't usually see Modern Armor and Stealth Bombers.
Worker capturing has 1 feature that I consider a bug. Assume capturing a stack of 2 workers. You capture both workers and simultaneously these captures can also provide you a slave i.e. you get 2 captured workers and 1 slave out of fighting against 2 workers. This does not make sense to me.
Could do so by adding 'adventurer' promo alongside the hero promo to the adventurer unit. This could have a tag which allows for free upgrades, along with any other fitting bonuses.
Tasunke Wrote:I wish that adventurer upgrades were free.
Could do so by adding 'adventurer' promo alongside the hero promo to the adventurer unit. This could have a tag which allows for free upgrades, along with any other fitting bonuses.
eh, its more complicated than that. Namely, that these adventurers are unique. They are "heroes" and also "great people".
Units with Great Generals attached had free upgrades, which is why the tag even exists.
Its one of the first changes I make to the Grigori whenever I decide to mod them. (other changes involv buffing the Grigori Tavern and adding special "adventurer only" promotions for highly skilled adventurers ... but the promotion thing is just excessive ... really the free upgrades thing is at the heart of adventurer modification I think).
Also, if it was possible for adventurers to get better lair results than even regular heroes ... that'd also be awesome. I've tried to replicate the hero/lair functionality for a new promotion (the adventurer promotion), in a way that the two complement each other (adding to the "level" cumulatively so that results are even better).
But yea, on the basic level, I think free upgrades seems fair. I mean, its already a great person ... but then we have to upgrade it as if it took zero hammers to build? It took GPP points, which I think is even more of an investment than hammers. (Also, I think its been done before ... wildmana?rife?)