Dont forget to check the "newbie guide" on Shrapnel's forum, HERE
MAPS AND SITES
Q: What is the % to find a Magic Site ?
A : The number of sites in a given province depends of the game setup: a site frequency of 50% means that for each of the 4 site slots per province there is a 50% chance to see it filled.
Each site is keyed to a certain type of magic and has a discovery rating from 0 - 4, where 0 means that a site is found automatically by anyone entering the province and a number greater then 0 indicates that you need to search with a commander of that rating for that Magic Path to unveil that particular site (then the discovery is automatic). There are very few level 4 sites, but at least one for each type of magic.
Each site corresponds to only one path, although the gems found in a site need not correlate with the path required to find it.
The power of the site is not directly tied to difficulty of finding it, for example there is one level 2 site of each of the eight magic types that will give you 3 gems (the Cave of Ghouls and the Firbolg Fortress are two sites of this category). Sites also have a separate frequency value wich determines how often they occur. The most powerful sites such as sites giving acces to unique and powerful troops or sites that halves your summoning costs are usually difficult to find and rare/unique as well. Blood is the path with the least number of sites.
Note that several sites also have an effect on at least one of the scales of the province they're in, or on local unrest, even if still undiscovered.
Some sites are restricted to a terrain type (for exemple, a Shambler Reef can only be seen on a coast, and several common Nature sites can only appear in forests).
There are several unique sites (of all levels). Exemples are the Inkpot End, the Prison of the Desert Sun, The Ferry and the Skull Temple. They do not appear more than once in a given game (unless scripted in the map file).
Once a site is found it is found for everyone though. Discoveries made by enemy players are automatically unveiled when you capture the province. They cannot be destroyed.
Q: What is the % to find a Holy/Unholy Site ?
A : Holy / Unholy sites can be discovered by corresponding priests, like magic sites (see previous question).
Q: What are the terrain modifiers?
A: mountain = good for resources and magic sites (probably +10%), bad for money.
forest = same as mountain, but less so.
farmlands = good for money, bad for resources and sites (probably -20%).
swamp = just plain bad, except for sites (probably +20%).
Waste = same as swamp.
Magic (terrain) = site freq + 30%.
Plains = no modifiers.
(For magic sites, only the most beneficial terrain counts).
A river in the province doesn't affect site frequency but gives some more gold and enables some additional water sites and random events.
UNITS AND COMBATS
Q : Why can't archers fire at rear units when melee units are able to attack rear units?
A : This is not a bug. Archers cannot target rear units since you do not know exactly where they are, but as you outflank you can discover what is on the other side of the enemy lines.
Q : I've tried several times to flank my opponent and attack his rear units, but my units turn too early and attack the closest units instead. Anyone know if this works correctly?
A : Attack rearmost does not automatrically attack the rearmost, intentionally so. There is a chance that a unit with "attack rearmost" will try to attack the very rearmost, if that chance 'fails' it will try for the second rearmost and so on. This means that if the opponent only has a single unit in the rear and all the rest in the front there is a very real possibility that he will be ignored.
Q : What is the values for standards ?
A : The value is the area of the effect. Each turn all units in the area regains lost morale (the area is like in spells : 15 area affects 15 squares and potentionally 45 size-2 units). It spreads somewhat erratically from the center so the area might 'lean' in one direction, once again much like with the spells. The area can 'hit' empty squares.
When a soldier is hit, repelled or if a squad-mate dies, he is forced to make a morale check. This probably works in the same way as an attack/defense roll. Depending on the failure of the defending morale the unit is subjected to a morale loss of 1-3. This does not affect the actual morale of the unit. The sums of the morale losses are added. Each turn the total morale loss of the squad are compared with the number of units in the squad and the average morale of the squad. There are dice added and a resulting rout may occur.
Each turn a standard reduces the morale loss of all units it affects by one. Sermon of Courage etc also reduces the morale loss of units affected.
The sum of these checks are:
- A cowardly unit in an otherwise brave squad will get morale losses as his friends die even though his brave friends don't. If he's chicken enough he will most likely cause the squad more harm by being a coward than the squad will gain from having him in the squad.
- Larger armies rout less easily. They are also less affected by random chance. Larger armies needs more total morale losses to risk a rout. Thus a squad composed of five wardens might be unlucky if one of them is repelled, while a large squad of LI is unlikely to rout until several of their numbers are dead.
Q : How does the "fear aura" exactly work?
A : The fear value increases the area of effect for fear. Every full five points makes the morale roll of opponents 1 more difficult. Fear 0 is area 5 no morale modifier, but a critter with fear 15 has area 20 and -3 fear mod. A death mage with 1 death (so, fear -4) has area 1 morale mod -1.
The fear roll works like morale in battles, squad size average morale etc will factor in if squad flees or not.
The fear effect is an area, not a range or radius. So a Prince of Death with fear +19 affects 24 squares, and potentionnally 72 (size 2) human soldiers if the fearsome being is in the middle of a large flock of opponents.
Q : What is the difference between strong poison and death poison?
A : Weak poison = damage value 5, Strong = 15, Death = 35. Poison damage is calculated as other damage, 2d6+strength vs 2d6(+no armor allowed). One tenth of this rounded up is dealt to the target each turn.
Exemple : Your assassin strikes and hits a commander of Ulm. The poison dagger deals 3+10(strength)+2d6 damage vs 18(armor)+2d6. Your assassin is lucky and deals five points of dmg. The commander is poisoned. The poison has a value of 2d6+5(poison strength)-2d6(+no armor). Lets say 9 points. Each turn the poison will cause the commander 1 point of dmg until it has caused 9 points of dmg. If the poison value was 11 the commander would take 2 points of dmg the first turn and then take 1 each turn until all 11 points were dealt. As the commander was already damaged from the initial strike he will die after 5 turns if the commander had 12 HPs.
Poison damage is cumulative.
Q : Are the mass effects (chill, fear etc) cummulative ? What happens if I have 2 commanders (or units) with fear?
A: All mass effects take effect seperatly. So two chill units will chill twice as much as one, same with fear, heat, poison, etc.
Q : Are my scout's reports trustworthy ?
A : Scouts and spies observing troops can be off by 50 - 200%. They sometime omit a troop type (often archers or crossbowmen in small number) but never add any by mistake.
Q : What is the difference between scout and spy ?
A : Actually scouts will let you see the enemy army composition. Use the "i" or the "information" button to see it. Spys let you see more, even inside a besieged fort, such as who the commanders are, some of the worth of the province as far as gold and resources (without having to push your dominion there), and they have a mission option to raise the unrest in a province which can be handy.
Q : Do my armies fight better in a province with high # white candles ?
A : Yes. Though 1 or 10 candles don't make any difference, except on your pretender or your prophet, who get increased stats. The bonuses can be pretty substantial with a 7+ candle dominion if you have a combat pretender :
Hitpoints: +(#candles*20)% or +(#candles*5)% in enemy dominion (red candles count negative)
Strength: +#candles
MR: +#candles/2 (rounded down)
Q : When two assassins attack a commander in the same turn and the first wounds him, will the target heal between the two assassination attempts ?
A : No. Having an assassin attack in the same round as an army moves works well also. Even if the assassin dies his damage is in place when the army hits.
Q : What happens when the assassin is a mage and does "take control" of his victim with a spell like Charm or Hellbind Heart ?
A : The victim switches sides, followed by a "there was a battle" message showing him fighting his previous friends. Double damage. Plus if he was the last commander he gets to watch his previous troops go bye-bye (rout from the fight) and gives you the province and any items/gems he might have had (but even a militia leader will prevent the rout).
Q : What is the % to got a battle affliction when a unit is hurt, and to heal it later?
A : The chance of getting a nasty wound depends on the hit points loss, compared to the total hp. So if a terrible blow takes 50% of the hp, this unit has 50% chance of getting a nasty wound. This probability is greatly increased for cursed units, and greatly decreased for regenerating units.
Immortals (like the Phoenix or the Lich) and creatures with Recuperation ability (like most Pangaea units) heal their own battle afflictions automatically. Arcoscephale priestesses can heal afflictions of other units (every turn, each priestess has about 20% chance to heal any affliction incured by every units in the same province - keep in mind that this healing takes place after movement and battle). Faery Queens and Ho Hsien-Ku the Tien Ch'i hero can also heal afflictions like priestesses.
When a god reincarnates, he has a chance of healing some or all of his wounds. The nastier ones are almost always healed, but the never healing wound is hard to get rid of.
It seems that involuntary shapechange in battle, like lamias or Machaka Black Sorcerer when wounded, can alsO remove afflictions (bug ?).
An artifact, the Chalice, will have a chance of curing one affliction per unit in the country. The Nature spell Gift of Health (Ench 5) also cures afflictions.
The 'heal troops' command has no effect on undead and lifeless creatures. Only the Chalice and Gift of Health work for them.
Note that regeneration does not heal afflictions, it only reduces the risk of getting afflictions (so a Ring of Regeneration, for exemple, will not heal a lost eye). Regeneration prevents the hp loss of diseased units though.
Q : What is the % chances of getting an affliction when regenerating?
A : 10% of normal.
Q : What is the % chances of getting an affliction when cursed?
A : +25% per hit.
Q : What is the trampling formula?
A : The damage is (size of trampler*4) of armor piercing damage if the trampled unit misses his defence check (not counting shields, def 10 = about 50% chance). So a chariot will do about 16 points of armor piercing damage to about 50% of those it overran. However the trampled unit always takes at least 1 point of damage no matter what.
Strength and Attack are not relevant when trampling.
High size difference allows several tramplings in one turn.
Q : What is the maximum possible protection?
A : Max prot is always 40. The external armor value (prot gained from items) is reduced if the body protection of a unit is high.
Pb = base protection, intinsic, from stone skin etc
Pa = protection from armor
Pt = total protection
Pb<41, Pa<41
Pt=Pb+Pa -[Pa*Pb]/40
So a unit with intrinsic protection 10 and a total of 18 in equiment armor would have an effective armor of: 10+18 -[10*18]/40 = 28 -4.5= 23.5 rnd up = 24
Q : What is the effect of fatigue ?
A :- every 10 points of fatigue will reduce defense by 1
- every subsequent attack on a unit in a given turn will reduce its defense by 1
- there's a growing chance of hits penetrating the armor (protection is halved), when a unit gets fatigued : 2d6-Fatigue(/15), greater than 1 = full protection. 50% of the time a unit with 75+ fatigue will have half its protection negated and 33% of the time on a unit with 50+ fatigue.
Q : What is the formula for shield blocking projectiles?
A : If a square is hit there is a roll to see if someone is hit. Shield and size do matter.
Basically there is a 10+(2d6) vs. 10+(2d6)+(shield def) roll if the missile hits the square.
Q : What is the berserk bonus ?
A : When wounded, some units can go berserk. They gain +X attack, strength and protection, but -X defense (X=unit's berserk bonus). They cannot rout, but they attack the closest enemy and ignore all orders like cast spell, fire, hold, or attack rear. Some items (like the Berserker Pelt and the Flesh Eater) and spells (like Touch of Madness and Berserkers) make their holder or target automatically berserk even if not wounded.
Q : How does Armor Piercing work?
A : Weapon damage + Strength + 2D6 vs Prot/2 + 2D6, and not (Prot + 2D6 )/2
Q : What is the prize if you win a deathmatch ?
A : The "Champion's Trident" is always the prize (except if your champion has no arms). It is a cursed (can not be dropped or given to another commander), two-handed item that grants quickness.
Also, he who holds the Trident is forced to enter all future tourneys as long as he keeps winning!
The main benefit from the tourney is the gain of 100 points of experience, which often catapult the winner into the Hall of Fame and thus grants a heroic ability.
Q : I have a immortal, that automatically revives if I'm in my dominion. Is the "deathmatch" area considered in dominion?
A : No, a deathmatch is not in your dominion, it is considered neutral for all such purposes. So you will only have basic strength, magic resistance, etc. Your hit points will still be higher if you started out in a friendly dominion though.
Q : Can my 9-heads hydra target more than a tile in a single attack run?
A : A weapon that has multiple attacks (such as the magical Sword of Swiftness) can only target a single ennemy. One unit that has multiple weapons (such as the hydra) can only target a single square with all its attacks. The only way to target more squares in the same turn is to have mutiple attack rounds per turn (Quickness), while the above restrictions apply to each of those rounds.
Q : How can Drain life/Steal strength affect lifeless and undead creatures ?
A : Life drain harms everyone, including lifeless, but the attacker will not get back hit points or reduced fatigue from it as there is no life to drain, indeed.
Q : In the battle display, when selecting an unit there are coloured lines under the unit icon. What do those mean? A : The red line is for hit points loss (when it is all the way to the right, the unit has lost all hit points and dies). The blue line is for fatigue (at 100 fatigue the man is unconscious, and at 200 he lose hit points). The green line is for poison (it's the hit points that will be lost to poison in the following turns). Morale loss isn't figured on a per-unit basis.
Q : What is the difference between seduction and corruption?
A : Seduction is successful if both mr and mrl fails (only male, humanoid commanders can be seduced). Otherwise the Succubus will attack the victim physically, like an assassination attempt.
Corruption by a Demon Lord is the same but harder to resist.
Q : What are the levels of experience (grey star shields) for units ?
A : Every unit get a star at 15, 50, 100, 200, and 400 experience points. 5 stars is the max, and is almost impossible to get to other unit than combat pretenders, champions or very destructive battlemage (Orion, a mercenary, has 1,000 experience points). Every unit gets one experience point each turn (even when doing nothing special -- all armies always organize some drill and exercices behind the frontline), or for fighting in a battle (1 xp and +3 xp for winning the battle), and one point for delivering a blow (two swords and quickness is the way to go for experience). You only get experience from melee combat, kills are only useful if you want to advance on the hall of fame.
A Champion Skull gives 3 additional points each turn. A commander (+ all his troops) who enters an Academy of War (zero-level blood site) gets 4 additional points each turn.
Mindless units never gain experience however.
Increased experience gives different effects (cumulative):
|
|
1 star |
2 stars |
3 stars |
4 stars |
5 stars |
|
exp needed |
15 |
50 |
100 |
200 |
400 |
|
Att |
+1 |
+1 |
+1 |
+1 |
+1 |
|
Def |
+1 |
+1 |
+1 |
+1 |
+1 |
|
Prec |
+1 |
+1 |
+1 |
+1 |
+1 |
|
Mrl |
+1 |
+1 |
+1 |
+1 |
+1 |
|
Str |
- |
- |
+1 |
- |
+1 |
|
Enc |
- |
- |
- |
-1 |
- |
|
HP |
- |
- |
- |
+2 |
- |
|
RP (mages only) |
+1 |
+1 |
+1 |
+1 |
+1 |
MAGIC IN GENERAL
Q : What is the reseach cost of each spell level?
A : Magic Research cost =
Easy: 20, 40, 60, 100, 160, 260, 420, 680, 1100
Normal: 40, 60, 100, 160, 260, 420, 680, 1100, 1780
Hard: 60, 100, 160, 260, 420, 680, 1100, 1780, 2880
Very Hard: 100, 160, 260, 420, 680, 1100, 1780, 2880, 4660
Q : What is the interest to have more than 4 levels in a given magical sphere? Will my low-level (4 and less...) spells be more powerful if I have astral magic 8 ?
A : For every 2 skill levels above the minimum required your ability to penetrate magical resistence increases by +1 (a sixth level mage casting a second level spell will receive a bonus of 2). Battle spells also cost less fatigue if you have more than the required skill. And you have a MR boost against the spells of the path you know too.
Q : How could I cast a spell with a fatigue value above 200 like Master Enslave (it requires astral 8 and 8 astral gems but makes 800 fatigue points) ?
A : there is no damage involved when casting a spell over 200 fatigue (for Master Enslave for exemple, you get 200 fat, not 800) if you have the required level. If you don't have the required level, you can do a Communion or a Sabbath and redirect the fatigue to the slaves, or spend additional gems (i.e. in addition to the spell cost and to the gem used to gain one level if necessary). Every additional gem decreases fatigue as if the mage had one more level in this school. A level 10 astral mage casting Master Enslave with 10 astral pearls (he then temporary reaches level 12, thanks to the 2 additional gems he spent), so the fatigue is divided by 5 (the mage has now 4 levels beyond spell requirement), will have 800/5 or 160 fatigue (+ enc.). A level 8 astral mage with 8 pearls can cast the spell too but will reach 200 fat (the maximum). They are both stunned but stay alive (unless they get additional fatigue afterwards, form Rigor Mortis, Sleep, etc).
Keep in mind that the temporary higher level has also some effect on the spell (a Master Enslave is harder to resist, an Undead Horde brings more undead, etc).
Q : Has anyone figured out the odds of success of a spell cast with penetration P that has found a target of magic resistance R ?
A : It's (10 + P + 2D6oe) vs (R + magic bonus + 2D6oe).
2D6oe = two six-sided dice, open-ended.
P = attacker's penetration, includes bonuses from items + (extra magic skill / 2)
R = defender's MR, includes bonuses from items or spells like Iron Will.
Magic bonus: you get half your magic score rounded down as an MR boost towards spells of the same path, eg, a nature mage will resist Charm better, an astral mage will resist Soul Slay better, etc.
Q : Is there a way to raise the priest levels or am I stuck with level 3 priests and one level 4 prophet?
A : Yes. Crystal Shield (During Combat), Sword of Justice (Holy), Sword of Injustice (Unholy), Communion/Sabbath (During Combat).
Q : How does temperature affect mages ?
A : Increased enc. (added to fatigue) when casting spells on the battlefield (+2 enc. in extreme cold or heat only, if not immune, or +3 enc for every cold level if cold-blooded). Cold-blooded units have even a small +1 penalty in cold/heat 0 area.
Exemple : in a +3 cold province, a cold-blooded lamia queen has an enc. of 15 (base 4 + 9 for the extreme cold) and a Mystic has an enc. of 6 (base 4 + 2 for the cold). In a +2 heat province, they have no penalty.
Q : What effects does a drain dominion have other than lower research and higher magic resistance ?
A : Increased fatigue when casting spells on the battlefield (+10 % fat for every drain level, or -10 % for every positive magic level in the province). Exemple : in a +2 magic province, Marignon Initiates can cast Will-o-Wisp for 84 fat. only (base 100, -20%, +4 enc.), in a -2 drain the same spell makes 124 fatigue points (base 100, +20%, +4 enc.).
Q : I vainly try to cast "Curse of Stones" (my pretender has gems, 6 levels in earth magic and no fatigue from armor), even when I selected this specific spell in his orders. Is there a known bug for this spell ?
A : Sometimes the AI overrides what spell you want, especially when it thinks you don't need to spend gems to win the fight. Kind of annoying...
Q : What are the starting spells of each nation ?
Abysia (Base and Blood of Humans) - Flare (3 Fire)
Arcoscephale (Base and Golden Era)- Astral Window (2 Astral)
Atlantis (Base) - Friendly Currents (2 Water)
Caelum (Base and Return of the Raptors) - Wind Guide (2 Air)
C'tis (Base) - Terror (3 Death)
C'tis (Desert Tombs) - Revive Tomb Consort (1 Death), Revive Tomb Priest (2 Death), Revive Tomb King (3 Death), Terror (3 Death) + special unholy spells.
C'tis (Miasma) - Summon Bog Beast (2 Nature, 2 Water), Decay (1 Death)
Ermor (Base) - Body Ethereal (1 Astral) + unholy spells.
Ermor (Ashen Empire) - Revive Lictor, Censar, Bishop, Acolyte, Wailing Lady, Spectator (2 Death), Revive Arch Bishop, Dusk Elder (3 Death), Raise Skeletons (2 Death)
Ermor (Soul Gate) - Dark Knowledge (1 Death), Revive Wailing Lady, Spectator, Shadow Tribune (2 Death), Revive Dusk Elder, Wraith Centurion (3 Death), Revive Wraith Senator (4 Death), Revive Wraith Consul (5 Death)
Jotunheim (Base) - Reanimation (1 Death), Curse (1 Astral, 1 Nature)
Jotunheim (Niefelheim) - Illwinter (5 Blood, 2 Water), Breath of Winter (2 Water)
Jotunheim (Utgard) - Luck (1 Astral), Curse (1 Astral, 1 Nature)
Machaka (Base) - Seven Year Fever (1 Nature, 1 Fire), Blindness (1 Fire)
Man (Base and Last of the Tuatha) - Soothing Song (All "Song" 1 Nature), Healing Song, Song of Bravery, Sleep (2 Nature)
Marignon (Base, Fires of the Faith and Conquerors) - Holy Pyre (2 Fire)
Marignon (Diabolical Faith) - Bind Harlequin (1 Blood)
Mictian (Base) - Bind Fiend (2 Blood), Bind Spine Devil (2 Blood)
Pangaea (Base and New Era) - Tune of Fear (All "Tune" 1 Nature), Tune of Growth, Tune of Dancing Death, Panic (2 Nature)
Pangaea (Carrion Woods) - Carrion Lord (3 Nature, 2 Death), Carrion Lady (2 Nature, 1 Death), Carrion Centaur (1 Nature, 1 Death) + special unholy spells.
Pythium (Base) - Communion Master (1 Astral), Communion Slave (1 Astral)
Pythium (Serpent Cult) - Horned Serpents (1 Nature)
R'lyeh (Base) - Mind Burn (2 Astral)
T'ien Ch'i (Base) - Celestial Soldiers (2 Air, 1 Astral), Celestial Servant (1 Earth, 1 Astral), Flight (2 Air)
T'ien Ch'i (Spring and Autumn) - Demon of Heavenly Rivers (1 Water, 1 Astral), Demon of Heavenly Fires (1 Fire, 1 Astral), Spirit Mastery (1 Death), Flight (2 Air)
T'ien Ch'i (Barbarian Kings) - Celestial Soldiers (2 Air, 1 Astral), Celestial Servant (1 Earth, 1 Astral), Spirit Mastery (1 Death), Flight (2 Air)
Ulm (Base and Iron Faith) - Legions of Steel (3 Earth)
Ulm (Black Forest) - Sanguine Heritage (3 Death, 3 Blood)
Vanheim (Base) - Phantasmal Warrior (1 Air)
Vanheim (Midgard) - Ghost Wolves (3 Air)
Vanheim (Helheim) - Phantasmal Warrior (1 Air), Reanimation (1 Death)
Q: What is the % to find blood slaves ?
A : The chance is 10% + (40 x blood level)%. So without blood magic the chance is only 10%. The hunt could still fail if pop is under 5000 (roll 1d5000) or if there is unrest in the province (roll 1d400).
The score in blood magic affects both the chance of finding and the number of slave found: the nr of slaves found = roll 1d6 (open ended) + (score in blood magic), if the hunt is successful. A Dowsing Rod will add +1 both to the chance to find slaves and to the number found. The Fountain of Blood adds +4.
Q: How to dispel a Global Enchantment ?
A : You've 3 options.
(a) Find a lvl 3 astral mage and some astral gems to cast Dispel (see Manual p. 106). If both the global spell and the Dispel pay the base cost, there is about a 50% dispel chance. This is modified depending upon :
- extra gems spent,
- difference in skill of the caster and the path level of the spell.
There is also an open-ended six sides die added to the gem input of every global and dispelling attempt.
Exemple : a lvl 10 nature mage casts Gift of Health (lvl 5) with 25 extra gems. Sum=25+5+D6(oe).
Dispelling astrologer has astral lvl 3 and uses 35 extra gems. Sum=35+D6(oe). Dispel will probably succeed.
Something like 20 extra gems in your favor gives close to 100% success.
(b) If there are 5 globals already in the game, casting a 6th enchantment has a chance to dispel one of the others. Unlike the first option, this dispel is random : one of the five older spells will be 'attacked' by the dispel. If that particular spell is too powerful it remains. You can even dispel your own globals if you have any.
(c) kill the caster of the enchantment.
FORTRESSES, RECRUITMENT AND SUPPLY
Q How are sieges resolved ?
A : Each turn of siege decreases a fortress defense value by a number of points equal to a difference between the number of defenders and besiegers. When the fortress defense value is reduced to zero the besieger may storm the castle.
Only the Strength is important (size does not matter) : to know the value of every unit involved in the siege, divide by 100 the squareroot of its STR.
A unit with STR 5 = 0,2 point
STR 10 (most infantrymen and archers) = 1 pt
STR 20 (most giants) = 4 pts.
- Flyers get +1 pt each. So, the weak black hawks (STR 5) are still average siege units (0,2 + 1 = 1,2).
- Some units, like the Tower Guards, have a defense bonus. Other, like the Engineers, have a siege bonus.
- Mindless beings count only for 1/10th as defenders, but they have no penalty as besiegers.
- Some items (Wall Shaker, Gate Cleaver) and some spells (Crusher, Iron Walls) have some effect too.
Q : When are leaderless troops drawn into a battle ?
A : If there is a fortress in the province, then the only defenders that participate in a battle outside the fort are leaders on patrol, plus their troops, plus local province defense.
Leaderless troops, plus those belonging to leaders not patrolling, stay inside the fort.
If there is no fortress and the province is attacked, then all defending forces join in, except for leaders on sneak and their troops. Ditto in a fortification storming battle, of course.
Q : Does a fortress help gold income ?
A : Yes. Half of the administration % is added to the local income (ie. a 80 gold province with a fortified city will give you an income of 100).
Q : Does a fortress help resource production ?
A : Yes. Fortresses suck their administration % out of adjacent conquered provinces resource (not neutral or enemy provinces). Having many castles next door can suck a province dry. Furthermore, the resource value of a province is always halved if it does not contain a fortress (but the adjacent fortress sucks its admin % on the full amount - i.e. the double of what you see on the screen).
Q : I'm unable to recruit any troop in a given province. What's wrong ?
A : If you have the gold and the local resource, it could be the local unrest. Recruitment is impossible when the unrest reaches 100.
Q : What is exactly the "defense" or "local militia" of a province ?
A : each point spent in provincial defense brings some units (check the manual to see which) when the province is attacked. Buying 5+ defense is a cheap way to protect your land against a lone scout or a Call of the Wild/Wind. 10+ gets you a free patrol able to stop spies or stealth units (but not to quell unrest or kill brigands). 20+ gets you another unit type and a second commander.
Those units are not available for other duties (ie. the player can not command them) but their maintenance is free - no supply, no upkeep. Combat losses are automatically replaced as long as you win the fight (if you lose, then the defense rating is zeroed).
Militia will not pick up any items or gain any experience, or keep any afflictions. Each turn they are brand new replacements.
Q : Are there any upkeep costs for summoned units ?
A : Generally speaking, summoned creatures that could be classified as "animals" (eg.
Black Hawks) or "non-magical thinking earthly beings" (eg. Draconians) cost upkeep, while magical, mindless, undead, constructs, or unearthly beings do not - there may be exceptions.
Q : My large army is starving already in a province I just invaded. How could I know the supply level of an independant province before attacking ?
A : The available supply of a province is calculated as follow : divide the population by 100 for the pop under 10.000 and by 200 for the pop above 10.000. Add 20% per tick of growth, or remove 20% per tick of death (unless for Abysia), and 10% per tick of cold or heat. Add a multiple of the fortress administration %, if you have a fort up to 4 provinces away (only the best supplier is taken into account).
0 = 4 x admin
1 = 2 x admin
2 = 4/3 x admin
3 = 1 x admin
4 = 4/5 x admin
5+ = nothing
Stealth units in enemy territory don't use supplies. Stealth units in friendly territory (even when hiding) use full supplies.
Q : Why is there no artillery in the game ?
A : Siege equipment is made at sieges. There are no graphical representations of siege equipment, but it's there in the abstract form of the defense reduction of the besieged castle. Many strong troop work quicker when cutting woods, making rams, building catapults etc. The sappers and engineers of Ulm are remarkably good at doing stuff that is destructive to walls. Mines are placed better, stones hurled with more precision.
There are also scorpios/ballistae in the game. Abysia, Ermor and Pythium have them in their towers instead of regular bows. Once more, they are not graphically represented (apart from the slightly bigger bolt).
PRETENDERS, DOMINION AND POPULATION
Q : The heat/cold dominion can vary irrespective of seasons. Is this a bug?
A : If you are not neighbouring a desert sun/heart of winter dominion, it might be the seasons if you have a weak dominion. Every spring or summer turn the scales try to shift towards warmer, every autumn or winter towards colder. If you have a strong dominion you will not notice this as much, but if you do have a weak dominion in a province it could theoretically shift 6 turns in a row.
Q : Has cold or heat any effect underwater ?
A : Cold and heat do not affect the gold income of underwater provinces. All the other effects of cold and heat (fatigue, supply ...) still apply.
Q : What is the Death Curse bless effect of a Blood-9 pretender?
A : Death curse is quite simply a chance that anyone killing the blessed unit is cursed, MR roll.
Q : What is the effect of Golem Cult?
A : It raises the hit points of constructs by 10% per level of dominion.
The description of Golem Cult when creating a pretender is incorrect, as it says "All golems and other mindless constructs will receive an increased number of hit points when created inside a friendly dominion". The place of construction has no effect. Constructs gain extra hit points, depending on your dominion strength in the province they're in. They aren't affected by adverse dominion (their HPs will only go down to normal here, and will raise again when you bring them back home).
Q : Does Luck +3 really increase the chance to get heroes?
A : Base chance is 3%, +1% per Luck scale (or -1% per Misfortune scale). It is not cumulative, so after 30 turns with Luck 3 you have 84 % to see at least one hero, 60 % with Luck 0 and 26 % with Luck -2 (0% with Luck-3).
Q : How do priests raise dominion ?
A : Preaching has a chance of success every turn. In friendly dominion: (priest lvl)*20%.
In enemy dominion: (priest lvl)*20-(enemy dom)*5%. If it succeeds, your dominion in this province goes up by 1.
Temple in the province allows priests to preach as a priest 1 lvl higher. Every 5 temples you built increase max dominion spread lvl by 1.
Inquisitors priest lvl count double in enemy dominion.
Temples also spread dominion in nearby provinces.
More details available here :
http://www.maladjustite.com/dominion.pdf
Q: How do dominions spread in general ?
A: dominions will spread without filling a temple province to it's maximum first. According to the devs, dominion spread is measured by 'plopps'. Every temple has a chance of producing a 'plopp' based on initial dominion. The higher dom strength you have the greater the chance of the 'plopp' being used in the province it appears. If unused the 'plopp' travels to a neighbouring province. In a non-temple province (as well as in temple provinces) your 'plopps' try to settle. If there is an enemy dominion the 'plopp' might die or it might settle and reduce enemy dominion one step. 'Plopp'-death-chance is dependent on local enemy dominion strength. If it is a friendly dominion the 'plopp' might settle or travel to a neighbouring province.
The spread is based on the starting dominion, so it makes that initial decision more meaningful and lasting.
Q : How do taxes and patrols affect unrest?
A : Taxes do affect unrest in a very deterministic way : about 3 new bandits will appear for every 10% above normal level (Order scale has no effect). If you set taxes to 200%, 18 to 20 new bandits will rise up there against you. Next turn, if nothing changes, you'll find up to 40 opponents, etc... Higher taxes also kills population. Lower taxes will lower unrest in the same way but population does not come back.
Every bandit, if not killed by patrols, causes 1 unrest point at the end of the year.
Taxes are not the only sources of unrest. Some sites can cause unrest, even if they stay hidden. So do slave hunters and enemy spies. Some creatures, like the Harvester of Sorrow, can cause unrest too.
The tax rate will affect unrest as follow:
|
tax |
pop loss % |
unrest |
|
200 |
3,0 |
+18 to +20 |
|
190 |
2,7 |
+16 to +18 |
|
180 |
2,4 |
+14 to +16 |
|
170 |
2,1 |
+12 to +14 |
|
160 |
1,8 |
+10 to +12 |
|
150 |
1,5 |
+8 to +10 |
|
140 |
1,2 |
+6 to +8 |
|
130 |
0,9 |
+4 to +6 |
|
120 |
0,6 |
+2 to +4 |
|
110 |
0,3 |
0 to +2 |
|
100 |
0 |
0 |
|
90 |
0 |
-3 to -5 |
|
80 |
0 |
-6 to -8 |
|
70 |
0 |
-9 to -11 |
|
60 |
0 |
-12 to -15 |
|
50 |
0 |
-16 to -19 |
|
40 |
0 |
-20 to -22 |
|
30 |
0 |
-23 to -26 |
|
20 |
0 |
-27 to -29 |
|
10 |
0 |
-30 to -32 |
|
0 |
0 |
-33 to -35 |
Patrol is another, more brutal, solution. Patrols quell unrest by 1 point for every brigand killed (and this really reduces local population, figures are rounded up as multiples of 10).
Unlike unrest, patrol efficency is random and heavy taxation can sometime cause bursts of unrest indeed, even with a lot of patrols. Splitting the patrols to avoid unlucky 'rolls' has no effect.
Basically, every patroller will catch 0,5 brigand, but the graph is linear (with 30 patrollers you have the same chance to catch, say, 0, 10, 20 or 30 brigands). So, its much more random than if each patroller has 50% chance to succeed.
Faster units are better patrollers: an unit with a tactical (battlefield) move of 20 (cavalry) count as 1,3 foot patroller. Flyers count as 2 patrollers.
Some units, like the Forester (Man) have a bonus. Mindless units have a penalty.
Q : Will unrest never decrease without either tax reduction or patroling?
A : Positive dominion slowly lowers unrest by 0-2 points, with an average of 1 pt per turn. The actual dominion level does not matter.
Last updated Sept 25, 2006.