You can't change climate with terraforming, but you can mitigate the damage. Grow forest, makes terrain Dense Vegetation, good for High Elves.Ĭhop trees, makes Dense Vegetation into Fertile Plains, good for Humans. Sow salt, makes terrain Barren, good for Draconians and Orcs.įlood fields, makes terrain Wetlands, good for Goblins. Free available terraforming spells:įertilize lands, makes terrain into Fertile Plains, good for Humans. Orc likes Barren, dislikes Arctic, hates Blighted/Volcanic. Human likes Fertile Plains, dislikes Arctic/Subterranean, hates Blighted/Volcanic. ![]() High Elf likes Dense Vegetation, dislikes Tropics/Subterranean, hates Blighted/Volcanic. Goblin likes Wetlands, dislikes Arctic/Tropics, hates Volcanic. Racial terrain preferences:ĭraconians likes Barren/Volcanic, dislikes Arctic, hates Blighted.ĭwarves likes Mountains, dislikes Tropics, hates Blighted. City happiness modifiers:Įmpire happiness is temporary, you get it from winning battles, recruiting heroes, capturing cities etc. I've found that it's more efficient to build many smaller cities covering all liked hexes rather than a few mega cities near resource nodes. ![]() If you get your city from content to happy (200+ happiness) you get 15% extra gold/mana/research/production/population per turn. In addition, your armies morale is set to whatever the happiness is of the producing city, making them more prone to critical hit.įor a new city, it's a good idea to build Public Baths and Hospitals rather than resource specific buildings. A cheerful city (600+ happiness) produces 50% extra gold, 50% extra mana, 50% extra production, 50% extra research and 50% extra population per turn, that's like having half a city more, plus you have a 10% chance of getting a special event each turn, earning you even more.
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