Warlock 2: the Exiled

Warlock 2: the Exiled

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ppaladin123 Jun 23, 2017 @ 1:02pm
Questions
1. What accounts for when a lord shows up? Is it totally random?
2. How do you research divine spells?
3. If I find a rival mage in a shard off to the side of where I am going, is it important to destroy them? Or can I ally with them or just keep pressing on to the final destination (i.e. what is the AI like in this game? I am using Renissance mod.)
4. How often should I be building cities? I found a AI mage with 5 cities around her capital city fairly early in the game. I have no idea how she managed the upkeep or dissastisfaction.
5. How many turns is a typical "shard" game on normal?
6. How often to monsters magically appear right by your capital city (e.g. the dragon twins)?
7. Do monster dens continue to spawn in fog of war or are they limited?
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Showing 1-9 of 9 comments
Chumley Jun 23, 2017 @ 3:05pm 
1. What accounts for when a lord shows up? Is it totally random?

Every 4 turns in Renaissance Mod (5 turns unmodded) a hidden event triggers for a random player that grants a lord to appear for hire. This means that the more players that are in a game, the less you're likely to see lords because that random event can trigger for X other players.

This is why the spell Call of Suzerain is so useful. Pick it up and use it often to trigger that lord event just for you.


2. How do you research divine spells?

You need to earn favor with the god whose spell you want to research. The more favor you earn with one god, the more of that god's spells you'll be able to research (and the more hatred you earn from the opposing god).

To earn favor with a particular god, you need to build its shrine in a level 5+ city for +5 reputation and you can convert cities to religious cities for +10 reputation. These converted cities don't count toward the city limit AND they earn you bonus mana. But converting them also destroys all the buildings you built in them, so it's best to convert new cities specifically for the purpose of courting a particular god.

You can also build a temple to a specific god on the Holy Ground resource node (found in higher level areas). That's worth +25 reputation and will also allow you to recruit a powerful high tier unit.

Note that Dremers and Naga don't worship any gods, so these options aren't available to them unless they conquer cities of races that do worship gods.


3. If I find a rival mage in a shard off to the side of where I am going, is it important to destroy them? Or can I ally with them or just keep pressing on to the final destination (i.e. what is the AI like in this game? I am using Renissance mod.)

It's probably not worth your time to wage all out war on them, though if they are an overly aggressive Great Mage, they may be a thorn in your side (in which case you may want to keep them contained if you can). If you can ally up with them, that's your best bet.

Note that even aggressive mages don't tend to charge your home shard and assault your capital (though they will attack your capital in sandbox mode, and you lose the game if your capital falls). But if they constantly fight you and whittle away at your forces, you're not likely to progress much in your game.

Btw, in Renaissance Mod, if you're new to the game you should play on relaxed, casual or normal. The AI is very competent with the mod, and it gets extra bonuses at the higher difficulty levels.


4. How often should I be building cities? I found a AI mage with 5 cities around her capital city fairly early in the game. I have no idea how she managed the upkeep or dissastisfaction.

Assuming you're playing with the city limit on (which you should -- the game is balanced for that), then you should always try to have the max number of cities you can ... maybe even one or two more if your unrest isn't getting too out of control.

Also -- and this is CRUCIAL -- you want to specialize each of your cities in a particular good. Do that and you'll have a great economy and an awesome game.

Note that you can have any number of additional free towns, strongholds and religious cities. They don't count toward your city limit.


5. How many turns is a typical "shard" game on normal?

It really depends on your skill level. For me, usually 200 turns or less. But newer players will probably spend more like 300 or 400 turns.


6. How often do monsters magically appear right by your capital city (e.g. the dragon twins)?

Ah, that is in the exiled campaign. That happens once. There are a few other random surprises that happen to spice the game up. But no more dragons.

In non-campaign games (sandbox and battle-for-outplanes modes), those specific events don't happen. But you do get random spawn events every 10 to 25 turns that cause similar unit lairs to pop up around the map. Like undead or flying units. Again, this spices up the game and you generally won't get hit with units that will pose more of a challenge than you can handle. But for this reason, you always want to keep a couple units that can hit both land and air creatures in your home area. Two tier 1 ranged units are generally fine for this -- upgrade them only if the need arises.

Btw, Renaissance Mod shines brightest in sandbox mode. Loads of fun.


7. Do monster dens continue to spawn in fog of war or are they limited?

Not except in the random events I described directly above. Once you clear a monster lair and collect its loot, no more monsters will spawn from it. So it's really good to clear them whenever you can.

Some of the monsters can be tough to clear. Note their resistances (by right-clicking on the hostile unit) and don't engage unless you have a good shot at overcoming those resistances. Always try to take a unit out before it has a chance to respond after your turn. And don't forget to use your spells -- they can really even up the odds.
Last edited by Chumley; Jun 24, 2017 @ 4:25am
Rakso Jun 23, 2017 @ 3:22pm 
1. I don't get what You mean, sorry.

2. You need to find a resource called "Holy ground" and raise a city to take it into your borders in order to build a temple to the God You wish to represent(Note that each race is not connected to every God in the game at the same time + Naga do not worship Gods at all, so if You wish to praise such an not related God(beacuse only spells are worth the look let's be honest) You need to raise then another race city which is related to this God. After you finish building the temple You get favor and access to unlock the God spells and his 2 neighbours on the table. The more favor You have you can even catch a bit of spells of the neighbours of his neighbors but as soon You hit 100(by building several temples) even the relation to your Neighbours as closest can ♥♥♥♥-up so You lose even a bit of spells which were related to them(can't use anymore if won't destroy a temple, but then You lose the abylity of cast the most strongest divine spells, so You need to chose how's it is in the upper hand to You.

In my personal opinion with a very powerfully developed mana-expointing by buffing it production through spells: Fervus is by far the strongest God in the game making your units nearly invincible providing them sick-everything. Also he grants You the best unit in the game if you play as Svarts(Some kind of an enormous burning woman Golem-titan whose aren't even able to lose 10 hit points from the spirit magic dmg and got these hit points like 200-300 if I am right). His neigbour is Krypta and She is the mistress of boosting mana production aside with Lunord who's also a neighbour of Fervus so his position in the table, he's neighbours make your economy strong enough to withstand the upkeep of Fervus eternal-buffs also providing You enough of it for continue using spells.

3. Whatever you like, destroying them with as less penalties possible raise up your final score of playthrough but time in turns seems to be upper priority to the calculator so...

4. All the time everywhere it is possible puppet cities in every empty space on the map but as soon You say: IT IS ENOUGH, then IT IS ENOUGH. lol Main cities(which you can control and build near the basic and later on the rarest resources you find. Adamantium, etc.(watch buildings-tree)

5. I don't renember, been always playing on impossible which is easy as soon you find out how the AI uses to be just dump useless troops spammers, ♥♥♥♥ tons of high tier units sadly can't withstand a 200+ everything resistances unit with 300+ area damage of all kinds(At best spirit & Elemental(Probably there is no units in the game immune to probably both of these at the same time).

6. Tendral and the other assistants of the UO appear usually in some special turns You just need to renember or not. I don't bother myself with it since i tend to be always prepared to fight these. One very high damage & resistances(boosted by upgrades and spells of all kind(but without too much obsession as it is just a world-defender camper unit) and upgrades) should do the job and the rest of your small strongly boosted army can continue the journey.

7. They don't spawn only there, they do spawn everywhere even right under your nose. I don't really know. In this game i never found a problem such as entered this world too late as it is now entirely spammed with everything on each hex so i think it is limited. I found the spawn ratio rare anyway. Chumley(Reinsance mod implemented some changes to it maybe but idk, ask Him.

I suggest to play as Svarts for the first game since they are Overpowered race with high technology and magic developed. They only lack in speed and cost alot but are worth it. Raise a very strong economy isn't so hard anyway. It's just puppet-cities spamming and focusing each city on only 1 of the 4 targets 100% ignoring all the else. 25% each is ♥♥♥♥♥♥. Full-mana, Full-gold, Full-food, Full-upgrades.
Svarts are able to start the game with flying unit whose deal spirit damage(Don't renember the name) You can upgrade them in 20 turns to the max-version. They cost like 700 gold the normal ones and 1600 the upgraded but they are worth it AF. One of the most overpowered units in the game.
Last edited by Rakso; Jun 23, 2017 @ 3:30pm
Shidan Jun 23, 2017 @ 3:28pm 
Originally posted by Chumley:
1. What accounts for when a lord shows up? Is it totally random?

Every 4 turns in Renaissance Mod (5 turns unmodded) a hidden event triggers for a random player that grants a lord to appear for hire. This means that the more players that are in a game, the less you're likely to see lords because that random event can trigger for X other players.

This is why the spell Call of Suzerain is so useful. Pick it up and use it often to trigger that lord event just for you.

Slight note here Chumley. It's not entirely random which player it picks, it is influenced by factors such as how many lords each player has, and how "strong" the player is relative to the others. So for example, the weakest player with no lords is more likely to get the lord event than the strongest one who has 3. One of the devs explained the system a few years back.

There is also (or at least in Warlock 1 this was true) a turn limit for certain classes of lords to show up. Don't remmber the specific numbers, but it was something like turn 100 for legendary lords, turn 50 for famous, that kind of thing.

But you're completely right about the number of players and Call of the Suzerain. Probably one of the most useful spells out there, given how strong the lords can be. :)
Last edited by Shidan; Jun 23, 2017 @ 3:29pm
Chumley Jun 24, 2017 @ 2:47am 
Originally posted by Shidan:
Slight note here Chumley. It's not entirely random which player it picks, it is influenced by factors such as how many lords each player has, and how "strong" the player is relative to the others. So for example, the weakest player with no lords is more likely to get the lord event than the strongest one who has 3. One of the devs explained the system a few years back.

Oh, wow. I never knew it wasn't entirely random. Thanks for the clarification, Shidan. Good to know. :-)

Originally posted by Shidan:
There is also (or at least in Warlock 1 this was true) a turn limit for certain classes of lords to show up. Don't remmber the specific numbers, but it was something like turn 100 for legendary lords, turn 50 for famous, that kind of thing.

Yes, this is still true in Warlock 2. Though I think it's more like 40 turns for famous lords and 80 turns for legendary lords. I know I've had both types appear around those turn markers.
Last edited by Chumley; Jun 24, 2017 @ 4:17am
ppaladin123 Jun 24, 2017 @ 9:01am 
A follow-up regardinf specialized cities. What about buildings that produce higher tier units? IT seems like resources are not city specific(so individual cities don't starve or go bankrupt) but the units you can produce are (the city itself needs the buildings to produce the units). Should my capital city be a "unit producer" and every other city a resource farm? Or should each city have a different unit line?
Rakso Jun 24, 2017 @ 9:10am 
Originally posted by ppaladin123:
A follow-up regardinf specialized cities. What about buildings that produce higher tier units? IT seems like resources are not city specific(so individual cities don't starve or go bankrupt) but the units you can produce are (the city itself needs the buildings to produce the units). Should my capital city be a "unit producer" and every other city a resource farm? Or should each city have a different unit line?
Doesn't mattter. There is always a bit of buildings upkeep.
ppaladin123 Jun 24, 2017 @ 10:05am 
Could you explain that more? I know buildings have upkeep...I am asking about optimal placement.
Rakso Jun 24, 2017 @ 10:09am 
Originally posted by ppaladin123:
Could you explain that more? I know buildings have upkeep...I am asking about optimal placement.
Mained on mana production cities are catching magic-related units on they ways so it is way easier to catch magicians rather than warriors or tanks. Mained on gold production cities are on the throughways of catching more common units, just as I mentioned: warriors or tanks. Food is for other things.
Chumley Jun 24, 2017 @ 12:04pm 
Originally posted by ppaladin123:
Should my capital city be a "unit producer" and every other city a resource farm? Or should each city have a different unit line?

You'll end up producing a lot of units from your capital until your other cities are able. And while your other cities ought to be heavily focused on producing a specific resource, they can (and should) also produce units.

For example, the mana building branch of most races has buildings that allow you to recruit caster-type units and/or healers. So those cities act as both resource farms AND a unit producers.
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