FE Starting Questions, Eeek!

Hey folks, trying out FE and it seems pretty fun right now though I've already abandoned the campaign. Pacing felt really off but maybe that's just me! Who knows.

 

Anywho! Couple quick questions.

1) Is it possible to override enchantments on a city you own? I noticed I've got some semi-decent ones at the start of the game from my magic specialization choices but looking at further down the Spellbook there are some deeper in the magic tree I'd rather use on my capital city. As it stands I'm just leaving those Essence slots open until later in the game which seems kinda counter-intuitive really.

 

2) The colored lines around my borders for cities/outposts randomly vanished in the game I'm in at the moment. If I zoom out I can still see which territory is mine since it's well-lit but the colored borders were really helpful. I've gone through basic/advanced settings a few times but don't seem to be seeing a setting to turn them on/off so not sure where they went..?

 

3) Is it a bug or intentional feature that I can't seem to place piers/logging camps on river/tree tiles if those tiles are not within a 1tile radius of my city? As in right within my territory when the city is formed completely ignoring expansion of influence. Seems pretty odd, defiantly not the behavior I was expecting. Maybe I'm overstating the value of Essence here but it has kinda put me in a situation where I feel the need to just keep restarting the game over and over until I get a potential starting city tile that has at least 4 grain, 4 production, an essence, and is next to trees and/or a river.

Thanks =)

12,500 views 10 replies
Reply #1 Top


1) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface.

2) Sorry can't help with this one.

3) Intentional, have to be next to your city, not just your sphere of influence. Your expectations are probably a bit high, I consider a 7 total (grain+mat+essence) reasonable, 8 is good. 9 is very rare. For the first city the priority is on materials, though if you have earth magic you can easily convert 1 essence to materials straight away.

Reply #2 Top

Quoting Droghar, reply 1

1) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface.

 

Actually, it is. Open city interface, in the part that shows the city look there's the enchantments displayed in the upper left corner. You can click on the small X inside the enchantment slot circle to cancel the enchantment.

Reply #3 Top

Quoting Droghar, reply 1
1) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface.

Actually, on the city detail screen, in the upper left hand corner, there are icons for the enchantments.  On top of each icon is an 'x'.  If you click it, the enchantment can be dispelled.  Much easier than hunting them down in the ledger.

2) The colored lines around my borders for cities/outposts randomly vanished in the game I'm in at the moment.

Happens when you reload too many times.  It's a memory leak the developers have not hunted down yet.  Restart the game.

3) Is it a bug or intentional feature that I can't seem to place piers/logging camps on river/tree tiles

It's a goddamned feature.  I hate it too, but it's here to stay.  It used to be the sensible way around, but it was decided that careful laying out of your city should NOT work out to your advantage, so now if your city does not start next to a forest, you'll never build a logging camp.

 

 

Reply #4 Top

Quoting Droghar, reply 1

1) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface.

2) Sorry can't help with this one.

3) Intentional, have to be next to your city, not just your sphere of influence. Your expectations are probably a bit high, I consider a 7 total (grain+mat+essence) reasonable, 8 is good. 9 is very rare. For the first city the priority is on materials, though if you have earth magic you can easily convert 1 essence to materials straight away.

 

1) Aha! You're a total lifesaver <3

2) Np

3) Hm I'll keep that inmind. I'm coming into this completely freshfaced (zero beta participation) so my knowledge of the game has so far come from the Tutorial and PDF manual. Kinda just defied logic to me that a pier can magically no longer be built because it's not within throwing distance of a city though I guess with the walls and such that could make some sense. The logging camp on the other hand baffles me since logging camps would, by nature, be some distance from immediate civilization. Guessing it's a game balance though though or I might just be daft!

 

Random extra question. I see you can delete custom characters but is it possible to delete custom kingdoms? I've been tinkering around a bit and have a few more than I'd like now. Isn't really a big deal but I'm guessing they can be deleted somehow or another.

Reply #5 Top

Quoting Tuidjy, reply 3

Quoting Droghar, reply 11) Yes - click on govern on the bottom right of screen, then enchantments tab, and you can remove enchantments there. It's not possible from the individual city interface.

Actually, on the city detail screen, in the upper left hand corner, there are icons for the enchantments.  On top of each icon is an 'x'.  If you click it, the enchantment can be dispelled.  Much easier than hunting them down in the ledger.


2) The colored lines around my borders for cities/outposts randomly vanished in the game I'm in at the moment.

Happens when you reload too many times.  It's a memory leak the developers have not hunted down yet.  Restart the game.


3) Is it a bug or intentional feature that I can't seem to place piers/logging camps on river/tree tiles

It's a goddamned feature.  I hate it too, but it's here to stay.  It used to be the sensible way around, but it was decided that careful laying out of your city should NOT work out to your advantage, so now if your city does not start next to a forest, you'll never build a logging camp.

 

 

 

1) Oh neat, that's even better.

 

2) Still better than Sins and the endless Minidumps I guess so can't really complain too much. Good to know.

 

3) Oh =/ Well that's a shame

Reply #6 Top

Quoting Alente, reply 5
Random extra question. I see you can delete custom characters but is it possible to delete custom kingdoms? I've been tinkering around a bit and have a few more than I'd like now. Isn't really a big deal but I'm guessing they can be deleted somehow or another.

Should be able to hunt that down somewhere in your "\users\User_name\my documents\my games\fallen enchantress" folder. It's on a request list somewhere to be able to do that from within the game.

Reply #7 Top

Quoting Leo, reply 7

Quoting Alente, reply 5Random extra question. I see you can delete custom characters but is it possible to delete custom kingdoms? I've been tinkering around a bit and have a few more than I'd like now. Isn't really a big deal but I'm guessing they can be deleted somehow or another.

Should be able to hunt that down somewhere in your "\users\User_name\my documents\my games\fallen enchantress" folder. It's on a request list somewhere to be able to do that from within the game.

 

Ah right you are sir =)

"\Users\username\Documents\My Games\FallenEnchantress\Race" for Win7.

 

Reply #8 Top

Quoting Tuidjy, reply 3

It's a goddamned feature.  I hate it too, but it's here to stay.  It used to be the sensible way around, but it was decided that careful laying out of your city should NOT work out to your advantage, so now if your city does not start next to a forest, you'll never build a logging camp.
 

 

Agreed.  Even if the intent was to simplify strategic depth for the average user by removing the requirement that buildings be manually placed in order for more effective cities to be developed (difficult to teach the AI?), in going against not only intuition, but also the fact that you CAN snake your ZoC to obtain resources, it appears little has been gained but confusion.

Reply #9 Top

I liked the ability to place units.  It made it a little more tactical.  I wouldn't asay I hate the city placement, but I do think it is limiting.

Reply #10 Top

Quoting cardinaldirection, reply 9



Quoting Tuidjy,
reply 3

It's a goddamned feature.  I hate it too, but it's here to stay.  It used to be the sensible way around, but it was decided that careful laying out of your city should NOT work out to your advantage, so now if your city does not start next to a forest, you'll never build a logging camp.
  

Agreed.  Even if the intent was to simplify strategic depth for the average user by removing the requirement that buildings be manually placed in order for more effective cities to be developed (difficult to teach the AI?), in going against not only intuition, but also the fact that you CAN snake your ZoC to obtain resources, it appears little has been gained but confusion.

It's definately something that I hope to see a mod on in the near future:

  1. When building your city, you are now restricted from some of the more unique buildings that are offered in the game all because you happened to not build in a location EXACTLY beside a forest or river.
  2. There are several other aspects about city building that have a simple and an advanced design type, toggled by the building placement option (which was the reason why snaking was eliminated -- they didn't want to confuse players who chose simple). Some examples showing that 'snaking' still exists are:
    1. Reaching out towards a resource just outside of your ZoC.
    2. Reaching out towards a bottleneck or pass, cutting off AI from crossing.
    3. Building on adjacent forests. Without manual placement, the autoplace can 'bury' your forest...and there is NO undo. It's lost.
    4. Reaching out to tie city ZofC together with your capital.
  3. The AI operate as if snaking WAS possible. Very frustrating. So many times I see AI build a city in a LESS optimal location, just out of reach from a forest or river tile, thinking that it will expand to it in the future....except they NEVER can build those vital improvements. I pretty much have to do scorched earth policy now, destroying all AI cities to REBUILD them in their proper spots.

Anyways, as you can see, there is a pretty strong case for snaking to be a viable option. At the VERY least, tie the mechanic in with the Manual Placement option or have its own option to activate.