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  #1  
Old January 31st, 2012, 08:40 AM
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Default Re: CoE3 AAR: A Chronicle of the Interregnum

Can the amount of special "fortresses" such as the horror overrun city be set up during game creation or is it all random?

Interesting AAR
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Old January 31st, 2012, 11:26 AM
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Default Re: CoE3 AAR: A Chronicle of the Interregnum

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Originally Posted by Joelz View Post
Can the amount of special "fortresses" such as the horror overrun city be set up during game creation or is it all random?

Interesting AAR
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There are a number of special forts in three of the six eras.

The era of the Empire has a Capitol, which is four squares in size and very heavily defended by human troops. Managing to conquer it is almost like an instant win for Necromancers or anyone who uses sacrifices, because it provides massive gold, sacrifice and hand of glory income as well as massive trade income (which can be converted to more special resources in return for golf).

The era of the Fallen Empire, also called the Interregnum, has the Haunted Capitol, demonstrated above.

The era of Monarchy has the King's Castle (named just Castle, like the starting castle of the Baron and a generic Castle). This special castle provides a kingdom wide 25% gold income boost, so it's not a trivial target to conquer.

Dark Ages and Agricultural Period don't have any special castles unless something rare appears at random and Dawn of a New Empire is the same.
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Old January 31st, 2012, 11:31 AM
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Default Re: CoE3 AAR: A Chronicle of the Interregnum

I've been pretty excited about this game. Now, after reading the most recent AAR entry, I'm pretty sure I'm going to be calling in "sick" on the 20th. This looks great. It takes the atmospher of CoE2 to the next level. And then some.
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Old January 31st, 2012, 01:06 PM

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Default Re: CoE3 AAR: A Chronicle of the Interregnum

What determines if a monster is capable of wandering vs. stationary? I assume both the Horror Ulm and the Slave to Unreason are suppose to stay in the ruined capital as guard monsters, so are those units specifically incapable of movement or is it something scripted to keep them in place? Can they move about within the 4-tile capital location? If something of that caliber were capable of wandering around it would spell doom to pretty much any nation it stumbled across...

For that matter, I don't see a movement stat. How far can units move in one turn? Do any units move further than others, or otherwise have superior mobility (flight, swimming, sailing, teleportation, etc.)?

Also, I'm really enjoying the AAR and I'm looking forward to the next installment. Thanks for doing this Edi.
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