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I have a question. So I'm the last one before the day ends. I start training an orc
archer and end the day. When is the orc archer supposed to be ready?
When the day starts and other players find my town with an orc in it or
not until my turn starts?
New units appear at the start of your next turn - they don't train in time to defend against an attack on that turn.

Not only that, but the player who captures the town can either leave the production in place and get the unit at the start of their next turn without paying for its training, or they can cancel it and get the gold for cancelling it, which I have been doing. Sorry, I thought you knew.

I quite like the feature as it can make raiding profitable.
Did you receive the turn?
Yep, I was was merely at work.
Another day for the Dead

My Death buzzard is scouting the North for abandoned sources
of income to compensate the losses we suffered.


Lets finnish this game
I have foolishly advanced too far with too few priests. But at least we've razed some more stuff before dying to wraiths!
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Nosferon: I have a question. So I'm the last one before the day ends. I start training an orc
archer and end the day. When is the orc archer supposed to be ready?
When the day starts and other players find my town with an orc in it or
not until my turn starts?
As Southern said, the production finishes at the start of your turn. So if they capture your town and let production finish, you'll see the orc show up on your turn, and the new orc will be present for any player turns between you and the capturing player, but NOT for player turns between the capturing player and you.

Also, I believe units rebel during the indy turn, so they might never be able to move the orc, depending on their race relations.

Also, when cancelling production, you only get a percentage of the gold based on how much of the project remains uncompleted. If you cancel an archer after 1/2 turns of work has been completed, you only get half the gold cost back. If you cancel a city upgrade after 2/3 turns have been invested, you only get 1/3 of the gold cost.

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southern: Not only that, but the player who captures the town can either leave the production in place and get the unit at the start of their next turn without paying for its training, or they can cancel it and get the gold for cancelling it, which I have been doing. Sorry, I thought you knew.

I quite like the feature as it can make raiding profitable.
Speaking of which, there is something I meant to ask you, but I kept forgetting. Back in Broken Bow, you explicitly set cities to "Produce Merchandise" as a matter of routine; multiple cities of yours that I captured were set like that. Why did you do that? It seems like the new owner (in this instance, me) would still be the one to get the bonus gold; I'd just get it on your turn instead of mine.

Granted, I've never gotten around to actually testing it to see what happens.
Post edited June 03, 2019 by Bookwyrm627
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Bookwyrm627: Speaking of which, there is something I meant to ask you, but I kept forgetting. Back in Broken Bow, you explicitly set cities to "Produce Merchandise" as a matter of routine; multiple cities of yours that I captured were set like that. Why did you do that? It seems like the new owner (in this instance, me) would still be the one to get the bonus gold; I'd just get it on your turn instead of mine.

Granted, I've never gotten around to actually testing it to see what happens.
What I'd like to know is why would anyone specifically set a city to "Produce Merchandise" as cities do that automatically unless something else is being built (I also noticed Southern doing that and also forgot to ask about it)? I guess I would understand it if you wanted to make a specific queue but that did not seem to be the case.
Post edited June 03, 2019 by jyri
It's because I had looped production of archers, and when I cancelled them, I did so by setting it to produce merchandise.
Day 71 of the Dead

The dead don't fear Death
All these hidden territories are
probably already ruled by the living

Southern, are you trying to gather all your
armies before attacking the wraiths :D
Post edited June 03, 2019 by Nosferon
We killed all the undead's non-wraith forces, but did foolishly lose two priests in the process.

Many more priests are coming.

It's amusing that Air Galleys and Wraiths have no ability to damage each other.
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southern: It's because I had looped production of archers, and when I cancelled them, I did so by setting it to produce merchandise.
Rather than simply cancel the production? :)

That makes a lot more sense than anything else I was able to come up with.

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southern: It's amusing that Air Galleys and Wraiths have no ability to damage each other.
And then Nosferon learned Flight, and everything came crashing down. Literally, as wraiths swatted Air Galleys out of the sky.
Day 72 of the Dead


It took 72 days for the living to actually do a single attack on our capital...
After the battle... we have better income
Day 73, Humans

In the end, the engines of land and air fell silent, and the last battle was one fought with ethereal weapons in the haunted halls which lay at the centre of Undead power in these lands. We have decreed that the surviving Dwarves - the refugees from the tunnels they burned before the Undead crawled through - shall have the right of resettlement in these parts. Partly, this is simply because no-one else wants this blasted and ruined corner, riven as it is with the power of Undeath and purged with the empyrean fires of eight priests. Seven survived and shall administer the rites of cleansing such that no bone shall stir save by the power of flesh and blood.

Yet there is one servant of the Doom Priests remaining, a great bird swifter than the winds. Shall it carry far the tale of what happened here, perhaps to those cabals of necromancers which remain elsewhere?
Post edited June 04, 2019 by southern
TS
Well written Southern. I was reading this with my epic voice