Deity Empires

Deity Empires

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gogis_ 24. juni 2019 kl. 8:31
Mithril mine near city
So my second city have mithril mine nearby. I noticed I only have 10 max currently in my city coffers and it's filled. What should I do now? Take it and drop it into other cities? Start producing items? I've never done that and IIRC you'd need special building for making items. If I understand correctly, I can raise 10 cap somehow, so, probably, I should make that city my artificer laboratory or something?

How to not waste turns and potential, what should I do now? It's turn 100ish now and I'am pretty sure I had mithril capped for 30 turns already
Sidst redigeret af gogis_; 24. juni 2019 kl. 8:33
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meglobob1 24. juni 2019 kl. 8:43 
Move it to other cities, so they are all full up.

I don't think you actually 'waste' it, it gets sold / traded for gold, most of my cities can export 2-3 per turn.

Interested what others say, i win my games way before i get around to making items and i have only used mithril to make the Armorsmith units.

Just checked my current game and building a warehouse allows you to store more 1st warehouse raises to 20, 2nd to 40.
Sidst redigeret af meglobob1; 24. juni 2019 kl. 8:48
Medway 24. juni 2019 kl. 10:52 
Interesting about the warehouse. I must have missed that as I usually always build the Artificer but that's a bit far down the tech tree and also a big jump. Warehouse sounds more reasonable for the start of the game.
Savant 24. juni 2019 kl. 17:42 
Making items out of it is pretty much all you can do with it, otherwise the excess sells automatically for gold. So make any items that will be useful, and you won't need the rest beyond having a stockpile to make more items later.
Build up warehouses places where you want it to accumulate though, you can't make the higher end items with the storage in one city until you build warehouses or the storage wonder.
Captain Tofu 25. juni 2019 kl. 6:06 
Yes warehouses increase your capacity. Also there are special artificer warehouses but that is deep withing the build tree. I build support wagons. They store large amounts and cost next to nothing :)
Medway 25. juni 2019 kl. 6:46 
Oprindeligt skrevet af Captain Tofu:
Yes warehouses increase your capacity. Also there are special artificer warehouses but that is deep withing the build tree. I build support wagons. They store large amounts and cost next to nothing :)

Yea I looked around for a while for something like what the warehouse does but never found it, will look closer next time :)
gogis_ 25. juni 2019 kl. 8:02 
Nice answers, guys. re warehouses - is it worth it? I am fine with excess mithril being sold up, but maybe warehouses are handy if you plan to actually make items eventually? What's common strategy here?
Problem Solver 25. juni 2019 kl. 8:16 
Oprindeligt skrevet af gogis_:
Nice answers, guys. re warehouses - is it worth it? I am fine with excess mithril being sold up, but maybe warehouses are handy if you plan to actually make items eventually? What's common strategy here?
Mithril doesn't add much. Superior Mithril to armor cost 100 but only adds 4 to armor chance.
Captain Tofu 25. juni 2019 kl. 13:03 
By the way: I am not understanding the current system:
You have hit chances in battle of 5-99. I guess that's %. And you have modifiers like items that add for example 3 to hit. Does that mean 3% to hit? That is so little!
And every lvl adds 1%. At the same time more experienced units are much stronger. Do I miss something here?
GeorgeJJR 25. juni 2019 kl. 15:45 
Oprindeligt skrevet af Captain Tofu:
By the way: I am not understanding the current system:
You have hit chances in battle of 5-99. I guess that's %. And you have modifiers like items that add for example 3 to hit. Does that mean 3% to hit? That is so little!
And every lvl adds 1%. At the same time more experienced units are much stronger. Do I miss something here?

I think in theory 3 to hit means 3% more for each figure, so its a bit better than that for units with a lot of figures. But even that doesn't fit what I see happening -- units with just one figure (dragon's for instance) hit a lot more regularly than the expected say 30% per figure would suggest.

I have noticed hitting more often with increases to hit (using the spell Bless for instance) than I'd expect from the description of +1 to hit. I'd be curious to see how its actually computed as well.
meglobob1 25. juni 2019 kl. 16:21 
Doesn't surrounding your opponents increase hit chance and hitting the same enemy with multiple units also increase hit chance or did i dream that one up?
Savant 25. juni 2019 kl. 19:02 
Oprindeligt skrevet af Captain Tofu:
By the way: I am not understanding the current system:
You have hit chances in battle of 5-99. I guess that's %. And you have modifiers like items that add for example 3 to hit. Does that mean 3% to hit? That is so little!
And every lvl adds 1%. At the same time more experienced units are much stronger. Do I miss something here?
Each attack has a certain number of attempt rolls (you can see this on the unit information screen), and you multiply that by the number of figures of the unit to determine how many swings will be taken. So a common example is a 5 figure stack attacking with a melee weapon with two hits, so you'll then take 10 rolls at whatever modified hit chance you have, and it'll determine the base damage from there. Since the base hit chance for a lot of attacks is 25%, a little bit of hit chance can go a long way to increasing damage.
Armor makes it an even bigger deal to hit harder and more often. Armor seems to work on a similar system where it'll make a number of rolls at the unit's armor chance, then roll the armor value for the successful armor chances, then flatly subtract the damage from there. With a randomized flat damage reduction, if you want to actually do damage you need to hit harder and more often, or use some sort of armor piercing attacks.
As for modified hit chance for multiple units, melee attacks will increase the hit chance of subsequent attacks later on the same turn. So if you are attacking a tough unit and have a useless summon like a skeleton, hit with the skeleton first before your better units since it'll increase the hit chance of the later attackers.
Torbes3186 25. juni 2019 kl. 20:15 
Savant is correct. I will add that it's definitely useful to build a few supply wagons to store that mithril for later, just park them in the city's radius and it will auto transfer the extra. Then move them to where your artificer city is to transfer. I believe it's 500 for best tier on some chests and shield which adds +armor chance, +armor, or +armor blocks.

Going from say 35 armor chance roll (need to roll a 35 or lower on a 100 die) to 50 is huge as it also rolls per figure, per armor blocks. So a 4 figure unit, like a paladin, might have 35 base, 5 blocks, 2-4 armor. That's 5 rolls per figure at 35% which if passes then selects a random number between 2-4, it then adds all the numbers where your armor has triggered to get the damage reduction. You can see it in the combat log, like 2,0,3,4,0 = 9.

Sidst redigeret af Torbes3186; 25. juni 2019 kl. 20:15
Captain Tofu 25. juni 2019 kl. 23:20 
Oprindeligt skrevet af meglobob1:
Doesn't surrounding your opponents increase hit chance and hitting the same enemy with multiple units also increase hit chance or did i dream that one up?
Does it? Never watchted out for that.
Captain Tofu 25. juni 2019 kl. 23:26 
Oprindeligt skrevet af Torbes3186:
Savant is correct. I will add that it's definitely useful to build a few supply wagons to store that mithril for later, just park them in the city's radius and it will auto transfer the extra. Then move them to where your artificer city is to transfer. I believe it's 500 for best tier on some chests and shield which adds +armor chance, +armor, or +armor blocks.

Going from say 35 armor chance roll (need to roll a 35 or lower on a 100 die) to 50 is huge as it also rolls per figure, per armor blocks. So a 4 figure unit, like a paladin, might have 35 base, 5 blocks, 2-4 armor. That's 5 rolls per figure at 35% which if passes then selects a random number between 2-4, it then adds all the numbers where your armor has triggered to get the damage reduction. You can see it in the combat log, like 2,0,3,4,0 = 9.
Thank you for clarifying that! That helps a lot :)
Thinking again about that wiki to create...
meglobob1 26. juni 2019 kl. 0:31 
Oprindeligt skrevet af Captain Tofu:
Oprindeligt skrevet af meglobob1:
Doesn't surrounding your opponents increase hit chance and hitting the same enemy with multiple units also increase hit chance or did i dream that one up?
Does it? Never watchted out for that.

I was right hitting 1 unit with more units means the units that hit later have a greater hit chance.

However, the surrounding a enemy is wrong, I am probably thinking of the backstabber ability, which does more damage if you have a friendly unit directly opposite on the other side of the enemy.
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