![]() If for some reasons, no Absorb Quest of the expected level (e.g. In such a case, the player might get no Quest. ![]() an Absorb cost of 400 which points to a Medium difficulty Quest but a Military level of only 200 which allows only Very Easy Quests). The Absorb cost is higher than the Absorb/Reward factor: it will try to spawn a quest from the Reward Quest SetĪ final case may occur if the Absorb cost of the city or Dwelling would point to a Quest difficulty level higher than the current military score of the player allows (e.g.If this cost is for instance 90, then it will be a Very Easy Quest (value below 100). For instance if you are already at Peace with the city/Dwelling, it will offer a Quest with a value equal to the Vassalisation cost. The Absorb cost is lower than the Absorb/Reward factor: it will try to spawn a quest from the Absorb Quest Set with a Quest value equals to the next available absorption step.the gold value the player would have to pay in order to absorb the city (which is only the Absorption cost for a Vassal for instance) and compares it to the Absorb/Reward factor indicated in the table above. The game then calculates the total Absorption cost (sum of the Peace + Vassal + Absorb costs note: it seems from empirical observations that the Absorb/Reward factor is actually only the cost for the next absorption step, for instance only the Vassal costs if you are already at Peace), i.e. higher than 600 to get Medium difficulty Quests). The military score must be higher than the values in the table above to qualify the player for a given Quest difficulty (e.g. If a Quest can be assigned by a city or Dwelling (see cooldowns above), the game first checks the military value ( score) of the players, which is approximately of the sum of the values of his units ( + 2 x ). Your total army score (sum of the prices of your units converted in gold) is compared to the following values:.To get a Very Hard Quest, you usually need to have completed the previous levels in order (Very Easy, Easy, Medium, Hard).The difficulty of the Quest proposal follows some rules: Independent cities offer Quests 0 to 3 after you meet them. Not have given a Quest in the last 8 to 12 (actual number randomly picked).Not be at war with the player (so Neutral, in Peace or Vassal).To be able to give a Quest proposal, a city or Dwelling needs to meet the following conditions: 3.3 Spawning area and behaviour of the Quest unitsĪfter a Quest proposal, a number of between 3 and 5 is randomly picked and after that delay, the game will try to give a new Quest proposal to the player.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |