Mykan
Oh Wise One
Do you think it was worth the loss of lives, time, and supplies spent? Would it have been cheaper overall to negotiate that instead?
Time is the other factor. 10 or 11 rounds sounds like more than a 5 minute fight.
Do you think it was worth the loss of lives, time, and supplies spent? Would it have been cheaper overall to negotiate that instead?
I tried archers which are supposed to be good against mages and the heavy melee. I didn't reach any of them on the first turn and they reached me.
I'm locked out of the tourney!!So what is supposed to work in the crystal tournament?
FREAKING SERIOUSLY? The first battle and I lost????
This sucks! The enchantress ran across the field to crush the golem I tried to use. The dogs then rushed my treants that are useless against them. The cannoneer took out the archers before they could get a shot off.
I haven't hit them once and I am down one full squad and 3/4 of all my other squads.
Any territories discovered before you unlock the advanced scout will have tougher fights (more squads, higher squad size) than territories scouted after you unlock adv scouts.
Nice postI did not realize this. It may be a "fix" for a lot of people having problems to put the Advanced Scouts BEFORE the chest that you have to scout and fight for in each Era.
I know that this isn't the right thread for this comment, but my personal opinion is that if it costs you more to replace the troops than it costs to negotiate a province, then you have already lost the battle. Before the change, my margin of victory was somewhere around a half of a stack lost, or about 10% of my troops per encounter (or less, sometimes a perfect victory). I have fought all but about a dozen provinces up through Orc Era. Now, like most people, I lose as many as I "win", and the margin of victory is not cost effective. Making the enemy equal to or better than the player is not a good combat system. If I cannot have a decisive victory in a province "at my level," then the system is broken. That is to say, if it costs me more than half as much to replace the troops than it does to negotiate, then it is no longer worth my time to fight. Yes, there should be a point where (if you negotiate beyond the limits of your army) it becomes impossible to fight or negotiate further. That point should not be equal to your level.
EDIT: to be fair, I have fought a little farther than my "level" and I already have enough provinces to unlock the Tree Elves. However, I do not know if I could have done that if I did not acquire them before the change. As it stands, my only good option is to negotiate, which means like most people I will end up negotiating myself to the point that I will not be able to fight again, ever. I need 30 more provinces just to have room for the Training Grounds and Mercenary Camp, and I have no intention to fight for any of them now. My opinion: with the current troop stats, the enemy squad size needs to be halved at all levels. Either that or make the AI a little dumber. You used to be able to use your swordsmen as a shield/cannon fodder. The AI now recognizes where it will do the most damage and will bypass easy targets in order to do the most damage. There needs to still be "threat" assigned to certain targets to draw fire away. If all things are equal, the players have already lost.
Nice post
My personal opinion would be a game where some of the battles in a province are simple enough with the right troops, some battles are very very hard and would be better off catered, and the rest would fall in the middle. It would be these middle of the road battles that would give the astute fighters the challenge. Most would win them, but the goal would be to minimize losses, thus making them efficient wins when you compare the costs of re-training vs. catering costs.
The variable in the favour of the dev team would be # of stacks the enemy has, mix of enemy troops and terrain. By not making those random you could set up battles so that 2 of the 8 could be rather simple, 2 could be near impossible and 4 would be fun and challenging.
The last thing to coordinate this is to make sure each ring of provinces escalated in difficulty as compared to where they think players should be based on their advancement in the tech tree chapters. So if a player is behind the curve the fights would be even easier, and a player ahead would just have all the battles be harder. Making a province difficulty set by when someone scouts it is stupid imo. There are better ways to slow a player down.