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Clamming & piles of commanders -- how about a different approach?
How about a spell that can be cast in a province that creates/upgrades a magic site. The cost would be similar. A site can't be killed by it can't run away, either.
I also think there should be versions that create each gem type (but probably not blood slaves.) |
Re: Clamming & piles of commanders -- how about a different approach?
How about enabling shift+z to move all types of gems to lab and not just blood slaves?
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Re: Clamming & piles of commanders -- how about a different approach?
This would be much easier to implement and much more urgent!
The first idea, I think, isn't so good in developers' eyes. Though there is surely a sad lack of province-enhancing spells in the game... I even think that such a possibility could lessen a part summons play in mid and late game... |
Re: Clamming & piles of commanders -- how about a different approach?
against anything that exponentionally creates gems.
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Re: Clamming & piles of commanders -- how about a different approach?
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Re: Clamming & piles of commanders -- how about a different approach?
I would much rather see more random events grant magic sites instead. Like a battlefield magic site likely to occur in a province with a lot of armored corpses.
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Re: Clamming & piles of commanders -- how about a different approach?
+1 to the shift+z idea.
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Re: Clamming & piles of commanders -- how about a different approach?
If you don´t like clamming, use one of the mods that makes Clams/Fever Fetishes more hard/costly to build... I personallylike the one that makes Clams need a 3W1N to create (or is it 2W1N?)...
Fever fetishes i think are ok as they are, since they need a lot a micromanagement (i simply don´t bother with them)... |
Re: Clamming & piles of commanders -- how about a different approach?
I thought Clams needed 3W1N without mods?
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Re: Clamming & piles of commanders -- how about a different approach?
What I'm proposing is a logistically easier way to handle clamming, not something that changes the game.
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