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The Apprentice

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So, I have a game going where I have built multiple temples to conflicting Gods- I wanted to see what the units looked like. The tooltip says "God +20 Reputation" (or something similar). However, when I built a Temple of the Sun God, my rating went from -6 to +6. The Moon God's rep decreased as well. Is the +20 really +10, or is it variable?

I don't think any other religious events happened that turn. Anyone know the specifics of the increases for temples?

Also, sometimes the temples appear to turn off, but I can always turn them back on. Any significance to the deactivating?

Thanks!
 

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As far as I've seen, getting reputation with one god, annoys his opposite god. Also, you gain some reputation with gods adjacent to him, and negative to those adjacent to opposite god.

So, as you can see, each action effects 6 gods total. The reputation of remaining two gods is not affected.


P.S.
Personally, I think I'll try focusing on temples of two adjacent gods, which provide units that complement each other. For example Hellas for archers and either Dauros or Krolm for strong melee.
 
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Xartah

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What affects the available temples that can be built on holy ground? I know that not all races can built all temples but what else? Do you need to have a good enough relation with them or are you forbidden from building temples both to a god and its opposite god?
 

unmerged(182689)

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So, as you can see, each action effects 6 gods total. The reputation of remaining two gods is not affected.

Not quite. To understand relationships, you need to look at the relationship wheel in the diplomacy screen. Gaining reputation with a god moves your mage closer to that god, which means an equal relationship decrease with the opposing god, lesser gains/losses with the other four, and very slight losses with the remaining two gods. Getting closer to one god will usually get you closer to the gods closest to that one on the wheel, but once you've reached a fairly high level of devotion (represented by the smaller inner circle on the relationship diagram) then getting closer to that god will actually decrease your standing with every other god, including the two who are closest to the god you're following. It's possible to have quite good relations with one god and decent relations with two others; the optimal point for this is represented by the inner circle on the diagram; once you're outside that circle, any improvement in relations with one of those gods will diminish relations with the other two.

Personally, I think I'll try focusing on temples of two adjacent gods, which provide units that complement each other. For example Hellas for archers and either Dauros or Krolm for strong melee.
This sort of approach is possible, and it's one of the strong points of the Humans since they can build temples to any of the gods except Grum-Gog. If you build temples to three adjacent gods you can diversify your temples even further; Helia, Dauros and Agrela are particularly good candidates for this; you get a strong tank, an archer, and a healer unit if you're into combined arms tactics. You also get the first few spells from two gods and most of the spells from Dauros.

Personally, I like starting with Favor of Fervus and building my first temple to Lunord. The spells from Fervus and Lunord are excellent, and Assassins from the temple of Lunord are in my opinion the best temple unit in the game by a wide margin. Beastmasters are a little better than average for temple units, and you get a melee and missile unit combo that way as well. If you start with favor of Lunord and build a temple to Fervus you don't get as many Fervus spells to start with and you trade early Assassins for early Beastmasters, and that's really not a good trade. Getting favor and your first temple with the same god will cost you either an awesome temple unit or a lot of good spells, depending on which god you go with.

For a three god approach, you can pick up favor and build your first temple to the same god. This doesn't work all that well with Lunord or Fervus, since they are bordered by Grum-Gog (who won't give you temple units, you filthy human) and and Krypta (who gives good spells that only work on Undead). Like I mentioned above, I think Duaros is the best god to go with if you plan on chasing three gods. Start with Favor of Duaros and build your first temple to Dauros. From there, don't build any more temples to Duaros; if you alternate temples between Helia and Agrela your status will move to the spot equidistant between the two, with Dauros as the closest even though you only built one temple to him and several to the other gods.
 

The Apprentice

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Ahh, thank you. I was alternating between the poles and rotating (Sun to Moon, then Gorg and Krolm) but wasn't unlocking that many spells or locking in slight favor with ANY of the Gods. Which may be the point of the design- I thought it might be more forgiving.

Have you figured out if there is a decay rate associated with positive favor at all? Like every 5 turns minus 1 if at high favor? Also, do you avoid building cities with your non-starting faction? I started as humans, but built undead and monster cities for their unique perk buildings and temple units.
 

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Cities from other races have 20% penalty for gold/mana/food/research production.
Also they have -50 growth penalty.

So, they won't grow quickly, and are not great for economy. I guess it makes sense building them only if you really need something from them. But expect it will take a long of time to "tech them" to something that requires many buildings.

One great thing in this game is that buildings that unlock upgrades to advanced units, like training grounds (veterans, rangers, etc...), also enable you upgrades for similar units of other races.

So for example, as human, I had monster city that can produce goblins. And each of them could be upgraded to advanced version, despite having no city that can train such units from scratch.
 

The Apprentice

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Cities from other races have 20% penalty for gold/mana/food/research production.
Also they have -50 growth penalty.

So, they won't grow quickly, and are not great for economy. I guess it makes sense building them only if you really need something from them. But expect it will take a long of time to "tech them" to something that requires many buildings.

:blink:

Right. But if you place the city so that the special tile (ie, holy ground, silver deposit, etc) is only one tile away, in 4-5 turns you have your first building available. No special tiles require other buildings to "tech them" that I know of.
 

unmerged(37567)

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:blink:

Right. But if you place the city so that the special tile (ie, holy ground, silver deposit, etc) is only one tile away, in 4-5 turns you have your first building available. No special tiles require other buildings to "tech them" that I know of.

Some unit-producing buildings that you can place on special resources (Elves, Dwarves, Halberdiers, Minotaurs) allow you to build another special building after the city reaches size 10, which enables upgrades to these units.
 

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Another races cities, provide you with unique upgrades if built on special resources:
Monsters - Halloween buff, on pumpkin resource
Humans - Silver weapons on silver resource
Monsters - Ghost armor on pumpkin resource
etc etc etc
Those can be (and should be) used to buff your base race units.

Also:
Humans have +gold building, that can be spammed on every tile.
Monsters + food.
Undead +mana.
Even with 20% malus, moster city specialized in food will net way MORE food, than human one without that malus. And, if there's any special resources nearby - difference will be furthermore in favor of dedicated race (with few exceptions of course).
 

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Humans have +gold building, that can be spammed on every tile.
Monsters + food.
Undead +mana.
Even with 20% malus, moster city specialized in food will net way MORE food, than human one without that malus. And, if there's any special resources nearby - difference will be furthermore in favor of dedicated race (with few exceptions of course).

But with -50 growth penalty, can you really utilize cities of other races effectively in such manner?

I mean, I can see doing this for conquered city that lost lots of buildings, but it will take a lot of time for new city to grow.
 

UncleJJ

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But with -50 growth penalty, can you really utilize cities of other races effectively in such manner?

I mean, I can see doing this for conquered city that lost lots of buildings, but it will take a lot of time for new city to grow.

As A_Cruel has mentioned there are 2 city buffs that can raise the rate of growth in any city, your own or the subject races. The common spell Prosperity gives +40 pop and nearly cancels out the malus for other race. There is a spell from Agrela (the name escapes me) that raises the pop by +65. So with both those buffs you can get a respectable +105 pop / turn in any city. That will really make a difference in big cities of other races.