Difference between revisions of "Did you know X - Special mechanics"
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= Rules / Mechanics = | = Rules / Mechanics = | ||
* "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though. | * "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though. | ||
* Workers take | * Workers from another family take one turn more to build an improvement, thus consuming 1 extra order. | ||
* Horses give instant 250gold, if destroyed by a urban building. | * Horses give instant 250gold, if destroyed by a urban building. | ||
* Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count) | * Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count) | ||
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* Invisible units (Schemer Scouts!) can enter truce-neighbour borders. | * Invisible units (Schemer Scouts!) can enter truce-neighbour borders. | ||
* Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility | * Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility | ||
* It is possible to "swap" a tile between two cities by placing any unit on it an "buy it for XY". It costs money and bad reputation for the family who loses the tile. | |||
= UI = | = UI = |
Latest revision as of 00:33, 15 March 2024
Collection of rules/mechanics easily or often overlooked.
Rules / Mechanics[edit]
- "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
- Workers from another family take one turn more to build an improvement, thus consuming 1 extra order.
- Horses give instant 250gold, if destroyed by a urban building.
- Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
- Family religion is based on the number of followers in the family. The religion with most followers will become the family religion. The families head counts twice.
- Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
- Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility
- It is possible to "swap" a tile between two cities by placing any unit on it an "buy it for XY". It costs money and bad reputation for the family who loses the tile.
UI[edit]
- There is an overview of all cities you got an agent network in -- click the agent icon on the top right of the city tab in the screen's top-right to access it.
Formula[edit]
- Power: science / 100 + ~ city HP + naval base unit str * 2 + land base unit str * 3
the sum of all science you generated thus far, divided by a hundred + your number of cities multiplied by 10 (so half base hp), +1% per game turn + the sum of city HP provided by projects (walls, moats etc) + the sum of naval military unit strength multiplied by 2 + the sum of land military units multiplied by 3
Call to contribute[edit]
- ... add your observation ...