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Turn 30 that is bad luck. But I remeber that I had imprisoned the nobles but then nothing new come...
The lore of them reminds me somehow of Monty Python and the Holy Grail.

A number of them are Monty Python.

which is par for the course in fantasy TBS games -- expect pop culture references, even if they are from the last century.


As well... you can always 'postpone' the riddles/etc. If you're not ready to go through, you can ignore them (though pop up annoyances galore happens each turn).

The easy way out of the noble line is to pay them off.

There are multiple side choices that give different results for a lot of the pop ups. Some are more/less dangerous than others.
 
While I haven't lost a game yet because of random spawns, it's really tiring to keep having shit pop up in a world that I "cleared" ages ago. Should be more like barbarian spawns in Civ I think.
 
I think there's definitely a problem with spawns later on in the game. Near the end game it seems like every 5 turns there's a lair spawning event across all worlds, and I have to divert my best resources and units to clearing up the mess. It's annoying because they aren't strong enough to actually beat me or my best units, but takes up time pointlessly teleporting units back, wiping things out then shooting them back over to my frontier worlds.

They also seem to give the computer Ai *fits* - because there's so many enemies, it just spawns fortress specialised cities which are basically pointless 90% of the time.
 
Also, the game always throws the same kinds of units at me, it doesn't seem to understand that slaying a red dragon becomes somewhat less rewarding after you've done it 50 times.
Seriously, I've seen greater enemy variety in checkers.
Ok, so after having played a few more times, the unit variety seems to be better than I first thought. I don't know why I only got dragons and shadow bats in my first games, was this changed in a patch?
 
Yeah, probably, but it felt a bit weird that I got nothing but dragons/shadow bats the first few games, and then suddenly got a whole barrage of new unit types when I started a few new games.
 
I've only played 2 games to this point, but I think the dragon/spirit bat spawns are triggered by entering the second to last world. In my second game I took my time visiting other worlds first and got varied spawn waves maybe every 20-30 turns, once I hit that portal the dragons started spawning and a lot more frequently. There also seemed to be fewer spawns per wave in the second game, which was on a medium world. The first game was in a large world and it just got way too tedious to clear the waves.
 
I think it is tied to the last lieutenant. Or at least I hope so. My first game I somewhat rushed through each shard and getting to the last made me regret it. The constant monster spam across my poorly defended settlements in each shard, plus the strength of the monsters in the mirror world... I personally like to see it as Dremer Lite and it really makes the game more reactive. Wish there were actual dremers though... Keep on with the random spawns! It would be boring if once a shard was completely colonized nothing else happened there ever again! Onward with the challenge!
 
While I haven't lost a game yet because of random spawns, it's really tiring to keep having shit pop up in a world that I "cleared" ages ago. Should be more like barbarian spawns in Civ I think.

This.

While a lot of people will disagree, I much prefer the feel of a dangerous wilderness than non-nonsensical spawning all over the map. Removes the satisfaction of claiming an entire shard. Hell, I wonder if it might not be optimal to only colonize a shard or two, and leave the rest of them to rot.
 
I got this at turn 56:
I didn't see that sucker until turn ~100, and it still took me a handful of dragons, heroes, and casters to take it down. It stuns once every 3rd turn and its resistance makes you feel like your most powerful units are fighting with kitchen knives.

This.

While a lot of people will disagree, I much prefer the feel of a dangerous wilderness than non-nonsensical spawning all over the map. Removes the satisfaction of claiming an entire shard. Hell, I wonder if it might not be optimal to only colonize a shard or two, and leave the rest of them to rot.
I've discovered that with the random spawns and city limit, it's actually more cost effective to simply abandon old shards as you progress forward into new shards and build replacement cities. Whatever gold and mana you may be getting from special cities in your first nodes is much less than the garrison you'll need to protect them.

I never have more than 3 worlds with cities, and although the logistics of leap frogging cities was tricky at first, it makes the trip through Exiled mode faster, easier, and less tedious. It certainly runs opposite the main strategy of Warlock 1, which was ICS in all directions until you had painted the map, but once you get used to it, it makes a lot of sense for the mode and there's a lot less to manage. I think people are trying to use traditional W1 or sandbox strategies and finding that it Exiled mode actually punishes you for it.

It makes sense from a story perspective, too. You're trying to get back to Ardania out of exile - why do you care about settlements in the farthest reaches of the multiverse?
 
I was playing through on Normal difficulty and reached the lunar worlds where shadow creatures just destroyed my army and heroes. I think the main problem is that the AI doesn't perform well enough against the environment and so it fails to slow you down and feed XP thus making sure you are all levelled up to face the later monster.

Having said that having shadow monsters spawn in your home plane is crap. The spawns should be restricted by plane difficulty so the really tough stuff only shows up where the major fighting is.
 
I was playing through on Normal difficulty and reached the lunar worlds where shadow creatures just destroyed my army and heroes. I think the main problem is that the AI doesn't perform well enough against the environment and so it fails to slow you down and feed XP thus making sure you are all levelled up to face the later monster.

Having said that having shadow monsters spawn in your home plane is crap. The spawns should be restricted by plane difficulty so the really tough stuff only shows up where the major fighting is.

Hundred times this.
I dropped exile mode because it was just so boring and felt like mmo grind to kill tens of gold dragons every couple of turns. I will probably revisit exile mode when rest of dlc is put into game with new content, it might be fun then. But for now it felt like work and I dont want to feel this when playing.
 
I will admit I did not read all the replies. But I have to say, that civilization V had similar system, where it was spawning units in the Fog of War.

I have nohting againts unit spawning as long as it is gameplay element and it is not completely random. The way it is now, it just feel like it the game wants to annoy you all the time.

Being able to upgrate your scouts so they have better vision and units will not spawn on the spot as long as you have vision there and title is accessible would be nice compromise. Then even some cheaper scouting units would be useful. Shards are quiete small so having one city and couple units to completely reveal whole islands is ok with me.

I just hate that the system as its now is complety random. There should be always way where player has control over the systems. Or at least having choice of picking less evil.
 
I know my particular opinion is of no real worth, and I am sure the more hardcore of the posters here will hold me in disdain, but I have finally come to the conclusion that the random spawns actually just ruin the game for me (in Exile mode). I have tried to work past them, but in the end they are just a chore and they lead only to my frustration. I bought the game and I am glad that I am supporting Paradox as a developer, but I am quite disappointed (and kind of depressed truth be told) about my experience so far.

Getting multiple ogres while I am getting my economy rolling, getting two new special cities surround by not just one, but TWO graveyards the turn after I found them as well as getting multiple thunderbird (the air elemental things) spawn the same turn as the two dragons is more an exercise in frustration than fun. And this is ALL on Normal or Casual level.

It makes me wonder if the difficulty level even effects the environmental mobs or if it only controls the other AI players (which, incidentally, the first time I won I reached Ardania without encountering ANY of the other 4 wizards).
 
I bought the game and I am glad that I am supporting Paradox as a developer

Publisher - Paradox did not develop this. They're publishing it on behalf of Ino Co. (I think that's their name at least)
 
I know my particular opinion is of no real worth, and I am sure the more hardcore of the posters here will hold me in disdain, but I have finally come to the conclusion that the random spawns actually just ruin the game for me (in Exile mode). I have tried to work past them, but in the end they are just a chore and they lead only to my frustration. I bought the game and I am glad that I am supporting Paradox as a developer, but I am quite disappointed (and kind of depressed truth be told) about my experience so far.

Getting multiple ogres while I am getting my economy rolling, getting two new special cities surround by not just one, but TWO graveyards the turn after I found them as well as getting multiple thunderbird (the air elemental things) spawn the same turn as the two dragons is more an exercise in frustration than fun. And this is ALL on Normal or Casual level.

It makes me wonder if the difficulty level even effects the environmental mobs or if it only controls the other AI players (which, incidentally, the first time I won I reached Ardania without encountering ANY of the other 4 wizards).

Same with me! This random spwaning caused me to uninstall Warlock 1 rather soon and i will wait and see how the Mod tools are before buying this one.