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gladis

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Sep 16, 2018
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There are issues with the Empire Quests (EQ, https://age-of-wonders-3.fandom.com/wiki/Empire_Quests) Imperial Residence (1st Grand Palace/Palace of the Perished), Master Smith (1st Arcane Item Forge) and Eternal City (1st Metropolis).
As far as I understood Hili, the Buildings which achieved the Quests are different buildings than the original ones.
So there are some kind of EQ-Grand Palace/Palace of the Perished and EQ-Item Forge in Addition to the original, non-EQ-Buildings. I use these terms in my following tests and conclusions:

Living Player takes over living city with EQ-Grand Palace and EQ Arcane Item Forge
- Migrating to another race destroys Grand Palace and Arcane Item Forge
- Migrating to same race saves Grand Palace and Arcane Item Forge along with their EQ-bonuses

Living Player takes over undead city with EQ-Grand Palace and EQ Arcane Item Forge and non-EQ-Palace of the Perished
- Purging to another race destroys Grand Palace and Arcane Item Forge, Palace of the Perished gets deactivated
- Purging to same race saves the Grand Palace and Arcane Item Forge along with their EQ-bonuses, Palace of the Perished gets deactivated

Living Player takes control over undead city with EQ-Palace of the Perished and non-EQ-Arcane Item Forge
- Purging to another race destroys the Palace of the Perished, Arcane Item Forge stays active
- Purging to same race doesn´t destroy Palace of the Perished but deactivates it (-> no CP at all, no EQ-bonus), Arcane Item Forge stays active

Necromancer takes over living city with EQ-Grand Palace and EQ-Arcane Item Forge
- Ghouling to another race destroys Grand Palace and Arcane Item Forge
- Ghouling to same race saves Grand Palace and Arcane Item Forge along with their EQ-bonuses
- Transform to Ghoul City saves Grand Palace and Arcane Item Forge along with their EQ-bonuses


Discovered issues:

1: EQ-Arcane Item Forge, EQ-Grand Palace, EQ-Palace of the Perished and Eternal City all get destroyed if the city gets migrated or purged to another race.
- Opinion: The EQ-Buildings and EQ-bonuses shouldn´t get lost after Migration

2: Necromancer Player can take use of EQ-Grand Palace if he uses Ghouling to same race or Transform to Ghoul city (so if he keeps the same race of the city), bestowing him an additional +20 CP and +1 Radius etc. On the other hand, a living Player never can take use of a Palace of the Perished.
- Opinion: Grand Palace should always get deactivated for a Necromancer player, like all other „Living-Class“ buildings (Store House, Public Baths etc.) . Buildings of another class normally get deactivated, loosing all bonuses. The Necro-Infrastructure buildings like Embalmer´s Guild also get deactivated for a living player ofc.


Other tests only for info, but important as all behaved as intended I think:

Necromancer takes over city with non-EQ-Grand Palace and non-EQ Arcane Item Forge
- Ghouling to another race doesn´t destroy Grand Palace but deactivates it, Arcane Item Forge stays active
- Ghouling to same race doesn´t destroy Grand Palace but deactivates it, Arcane Item Forge stays active
- Transform to Ghoul City doesn´t destroy Grand Palace but deactivates it, Arcane Item Forge stays active

/gladis
 
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In short, those EQ-buildings are race-dependent, as it seems, nice catch. All the other buildings that get deactivated when you conquer a city are class-dependent. Perhaps this explains why EQ-building are destroyed whereas class-buildings are only deactivated.

As for what happens when a city is ghouled, a discrepancy is already noted when you don't get any diplomatic malus when you change its inhabitants into ghouls, before migrating, whereas migrating from a dead city (with same results, but the cost in turns) does impact your reputation...

It looks like EQ-buildings are only kept functional when their original builders are not replaced, i.e. not migrated (either to be replaced by the living or the dead). Turning them dead, and purging them back to life is not considered as replacing them.