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With the Aristocracy subculture... would it be possible to have whatever army is attached to a Hero automatically join that Hero's new Feudal House after it's first created?

In the early game, let's say you send your second or third Hero off with a small army to clear out a few nodes and set up a new city. After setting up the new city, assigning a governor, and creating a new House for it, the army your Hero leads still remains part of the House of whatever city they were recruited from (most likely your capital). While this is obviously core to the Aristocracy mechanic, it feels a bit inefficient in the early game, as to get the most out of the Liege mechanic you then have to replace those units with new units from your newly-built city (which will take some time).
Having the Hero's army automatically join their new House would give you a bit more an initial boost and keep up momentum in the early game.

Maybe this would be unbalanced, but just an idea to mull on.
 
I'm not too worried about this. I've never even seen the AI start a magic victory since it was reworked, and even with the threshold lowered to 33%, you'd have to be on a relatively small map for the required wonders to be 1.
I have seen the AI bind gold wonders frequently. Especially AI that are realm bosses or such. Reducing the number to 1 means that I can't ignore even 1 bound gold wonder. If the AI somehow manages to cast the "Age of X" spells, then it can become unwinnable since the AI wisely gathers all of its armies to surround the victory conditions.
 
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I have seen the AI bind gold wonders frequently. Especially AI that are realm bosses or such. Reducing the number to 1 means that I can't ignore even 1 bound gold wonder. If the AI somehow manages to cast the "Age of X" spells, then it can become unwinnable since the AI wisely gathers all of its armies to surround the victory conditions.
It is a minimum, as the line above it indicates 1/3 of the total amount of Wonders will be required. So unless you're playing an absolutely tiny 1v1 map, you aren't likely to need only 1.
 
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With the Aristocracy subculture... would it be possible to have whatever army is attached to a Hero automatically join that Hero's new Feudal House after it's first created?
So the point is exactly that you want your Ruler to be going out and settling cities as quickly/frequently as possible for their Lieges to Governor. Units produced from any city already have a link to it, so whenever your actually assign a Governor they will automatically become of that house.
 
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I have seen the AI bind gold wonders frequently. Especially AI that are realm bosses or such. Reducing the number to 1 means that I can't ignore even 1 bound gold wonder. If the AI somehow manages to cast the "Age of X" spells, then it can become unwinnable since the AI wisely gathers all of its armies to surround the victory conditions.
That's not unwinnable. You have a generous time allotment to stop them, and they have to spread their forces among all bound wonders (which is likely going to be at least 2 unless you're playing on a tiny map). Even on Brutal, the AI typically has much lower quality armies than the player in the lategame, you'd have to be incredibly behind to have no chance of stopping them. And if you're playing against realm boss enemies, I think it's fine for them to pose a major challenge, that's kind of their point. I'd recommend playing a few games after the patch (or in the beta) before worrying too much about this.

One of the most common feedback I've seen about the magic victory condition (post rework) is how time consuming and impractical it is compared to military or expansion wins. I'm kind of surprised at the pushback for redesigning it to be more in line with the other 2.
 
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So the point is exactly that you want your Ruler to be going out and settling cities as quickly/frequently as possible for their Lieges to Governor. Units produced from any city already have a link to it, so whenever your actually assign a Governor they will automatically become of that house.
Yeah, that's fair enough. Just bugs me a little when I have to build a whole new army for a hero when I might a perfectly good one attached to them already, but they don't benefit from the Liege mechanic because they're not part of the newly-created house.

But its a minor nitpick. Still loving the update and changes! (Especially the Badger mounts!)
 
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There is this change in the patch notes:
When an enemy hero is killed in combat, the player is now given that hero’s best piece of equipment as a reward after the battle. The rest of the hero’s equipment is removed before the hero is transferred to the crypt or prison.
Can this instead be that we get to pick one piece of gear that the hero was wearing? The system picking automatically doesn't mean we'll get what is actually best for us at the time of that battle.
 
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There is this change in the patch notes:

Can this instead be that we get to pick one piece of gear that the hero was wearing? The system picking automatically doesn't mean we'll get what is actually best for us at the time of that battle.
Why can't we simply loot their corpse like before? Gives us binding essence and a chance to pick the best gear.
 
That's not unwinnable. You have a generous time allotment to stop them, and they have to spread their forces among all bound wonders (which is likely going to be at least 2 unless you're playing on a tiny map). Even on Brutal, the AI typically has much lower quality armies than the player in the lategame, you'd have to be incredibly behind to have no chance of stopping them. And if you're playing against realm boss enemies, I think it's fine for them to pose a major challenge, that's kind of their point. I'd recommend playing a few games after the patch (or in the beta) before worrying too much about this.

One of the most common feedback I've seen about the magic victory condition (post rework) is how time consuming and impractical it is compared to military or expansion wins. I'm kind of surprised at the pushback for redesigning it to be more in line with the other 2.

Not true at all. Magic victory is by far the easiest and most comfortable.
Military or expansion push you into a specific style of play. Not everyone wants to play agressive.
 
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Not true at all. Magic victory is by far the easiest and most comfortable.
Military or expansion push you into a specific style of play. Not everyone wants to play agressive.

If you don't want to play aggressive, then I would especially consider the change to be a win. When you had to get 40% of gold natural wonders, it was extremely difficult to do this *without* having to conquer at least one from an AI player. With the threshold reduced, it's now a lot more practical to actually acquire the wonders you need without having to invade.
 
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If you don't want to play aggressive, then I would especially consider the change to be a win. When you had to get 40% of gold natural wonders, it was extremely difficult to do this *without* having to conquer at least one from an AI player. With the threshold reduced, it's now a lot more practical to actually acquire the wonders you need without having to invade.
No, you can scout and settle early near gold wonders and you can avoid conflict with AI. It's easy since you can see gold wonders from unexplored parts of the map.

I mostly play 5 player maps and the AI frequently binds one gold wonder. 5 player maps need 2 gold wonders bound. If that's reduced to 1, especially when the cost of the magic victory spells reduced (good change) then the game becomes a unenjoyable rush to take gold wonders from the AI ASAP.

Hopefully 5 player maps still need more than one gold wonder bound.
 
I LOvE that you have listened to our pleas of being able to select what physical forms that can show up in a game! This is a MAJOR lift to the game!
 
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With the latest beta update (at Friday) the map "Freed the land of Manuhari" is broken. It seems that the trigger events is gone in the start as you're not greeted with an introduction (options) to choose good, mana,gold,evil dialogs.
 
Some reports from the beta. One old, one new.

Old: If you set a transformation to be invisible on your units, it still appears in the hero select.
New: In auto combat, your monarch feudal ruler will still cast 'for the monarch' even though they're there so it's a total waste.
 
I've been playing the beta over the week-end on the Crimson Caldera story map, with an underground start, strife oathsworn and a dragon ruler. I'll post my impressions below.

Underground map generation
The location of my underground starting city was rather dismal, although that's not entirely unusual when comparing capital locations to others that can be claimed throughout the game. After claiming my five nearby resource nodes, the only path forward was to head towards the surface, through three empty provinces, into a desolate biome. There were very few fights, especially as the slow pace of digging meant my first army had to head up to keep finding encounters even before I cleared my starting region.

In addition, the caves still suffered the usual woes they have since the release of the game. Clearing my capital region meant moving armies away from both the surface passage and the two exits to other connected cave pockets. This is an issue that repeated, especially on a constrained map like the Crimson Caldera.
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A picture of the cavern to my east, also shockingly empty:
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The lack of roads in the tunnels I cleared, as well as their length, made the underground largely inhospitable to armies. The new map generation creates very long tunnels: I dug through five provinces to get to another pocket, that passage is simply not usable in a realistic scenario. Picture below, the road was of course not present before I placed it.
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These tunnels were made of Ashlands, which my cave-adapted armies did not care for; despite this, my spider auxiliary fell behind. This is a recurring concern with biome adaptation traits. Now that the Item Forge is thoroughly integrated into the game, I'd like to suggest adding an item infusion that grants Cave Walk to units within a hero's army, similar to the items that grant Umbral Malady Immunity introduced in Eldritch Realms. Similar infusions should likely exist for desert, arctic and desolate biomes, and be unlocked automatically by the associated race trait (or Primal subculture). However, this is particularly important for the underground because it doesn't have the surface's abundance of roads.

Ultimately the bigger contribution from my Underground Adaptation trait was to allow me to settle the desolate biome immediately above my capital. Lava chasms and pools are more numerous than they used to be, and I don't think it was simply a consequence of playing on the Crimson Caldera map. However I could have also gained this benefit with the new Desolate Adaptation trait which might have netted me a better early game.

Speaking of lava, I found that the pickups in small pools (two tiles) could be hard to see if they weren't simply invisible because of height variations.20250321064349_1.jpg

Item forge
The item forge changes are working as intended. I did forge a tier 3 weapon in order to ugprade my ruler early rather than waiting to make a tier 4. I also tried to fill my heroes' slots with affordable T2 items. However, this did highlight the weakness of the item forge system and its associated randomly generated items: It's a lot of clicking to ultimately eke out +1 defense here, +10% accuracy there. When you only checked in the item forge every 4 turns to make a big purchase, it was fine; not so when the system churns out items so fast that the item forge ends up idle for lack for work. I've not been fond of random item generation since it was introduced and this experience has done nothing to correct that.

Balance is a greater concern with the new looting mechanic when heroes are defeated: A wand of Summon Spider Monarch fell through my fingers as the game felt a crown with +1 defense and +2 status resistance was worth more. They were both tier 2, inexplicably.

Faction colours
The ogre update adds a bunch of faction colours to the game. It also changes some of the existing ones. I'm not fond of the darker, bluer pink it's introduced. I think it doesn't work well in a number of allowed combinations as a foreground colour. I'm also a little surprised at the inclusion of five different browns, some of which are called orange or yellow.

While many primary colours were added, the selection for the secondary or foreground colour remains lacking. In particular, there is still no option for a bright red foreground colour. I won't bother you with the rest of my preferences, but that colour is one I've seen requested repeatedly and I have to assume including it only as a primary or background colour is an oversight.
 
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Soooo, some abilities gonna be buffed so they wouldn't be inferior compared to autoattacks (like ranger's). But only few. What about assassin's knife that supposed to deal more damage to heroes but in fact is MUCH weaker than late game autoattack? Same goes for cleaving attack of bronze golems. And many other units. Their autoattacks are much stronger and useful than their abilities even in midgame.
 
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I'm not a fan of Outposts no longer being able to upgrade Palisade Walls to Stone Walls. I always saw fortified outposts as surrogates for stone fortresses and castles that you could place in spots where a proper city may not be viable. Although I am curious to know what the reasoning was behind the change.
 
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After yesterdays update my Dragon Lord is floating mid-air in the selection screen.

EDIT: It also float doing combat.
 

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Not sure if I like the magelock changes. But then again I suppose having a take aim button could throw some people off if they aren’t used to it and it’s the same as the Planetfall snipers. I’ll have to play with it to really see if I mind or not. But still I am going to miss that little loading animation my line of magelocks would do before obliterating some poor large unit who can’t dodge bullets
 
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