This game seems rather chaotic with the lack of control over your minions, as well as the absurd amount of challenges it's throwing at you. On a scale of 1 to Constructor, how difficult is it?
Depends on the everything. There's really easy maps/settings, and there's really, really difficult ones.
And then you have the goddamn impossible ones. What I've been doing here may seem a bit challenging, but I haven't been as masochistic as I could have when choosing scenario parameters. But, yes, in general the game is quite easy-going, bar a few notable exceptions.
Bloody hell I'm dying a lot...
Well these aren't the easy missions.
That, and Warriors of Discord do tend to get themselves in more trouble than they really should. They very, very rarely think to upgrade their armor or purchase a ring of protection, and I don't think I've ever seen one buy healing potions (which are basically
essential to any hero's survivability, except for the exceptionally squishy). Plus, they do have a disconcerting tendency to just go berserk against foes and situations that are severely out of their league.
Ehn... they pull some of the gold flow back in via popping up lounges, though, which drain tax money out of the system. Your best bet for extra buildings would be, hrm. Do wizard towers count? Don't think they have a multiplier. Inns are fairly cheap, too, and generate gold besides. Dunno if statues'd do it...
I have no idea how Majesty counts buildings as far as revenue is concerned, I should really try doing some tests sometime. I doubt it's as easy as just spamming statues or wizard towers though (and yeah, wiz towers don't get more expensive than what they start out as).
Another notable thing about elves is that they're capable of making "free money" by putting on musical shows in inns and marketplaces. Again, it's a fairly minor contribution to the economy as a whole, but it's worth noting. Also, I always make a point of taking lounges and gambling halls (except for one hall, because I like them and it keeps the rogues busy) off the repair route. Aaand if I happen to place a bounty on one or two of them, who's really the one to blame? Thankfully they don't rebuild if you nuke 'em.
I'm guessing that I'm too busy robbing the settlement blind to be dying? I'm quite happy with that, actually.
That is pretty much what's happening, actually. You've already filtered hundreds of gold pieces out of the system and into your own pockets, going so far as to rob the goddamn
marketplace, you shameless fiend... The rangers haven't uncovered any new wilderness lairs for you to rob yet, and we don't have gambling halls, so there really isn't a whole lot that you consider worth doing. Boredom leads to thievery, and you've been making quite an ass of yourself by burgling valuables from most of the economic stops in town.
On the plus side, I'm pretty sure you're quite well equipped for being a relatively low-level rogue.
Wizards cost a lot and die easily so I don't build them until a bit late. Rogues are the first heroes I buy because they're cheap and can loot dead enemies, and there will be some minor ones early on.
Also, as has been mentioned before, they're very easily swayed by reward flags, and tend to view pretty much any amount on a reward flag as "free money", which means you can use them as directed explorers (albeit not nearly as efficient or effective as the rangers. Still though, you do get to say where they go.
As far as wizards go though, just build a warrior's guild first and then get some wizzes. The warriors tend to be the most slash-happy and will adventure farther out than low-level wizards, and they serve as good meatshields while the mages toss spells over their heads and earn precious, delicious XP. This also helps out the warriors and their comparitively lackluster DPS. This combo is further compounded by the fact that wizards will actually form parties with warriors and follow them around on occasion. Not nearly as dedicated as the healers, but still...
Is it just me or is the sun god superior to the moon god? Solarii feel more powerful and the AOE sovereign spell has been situationally useful.
Solarii are definitely the more powerful warriors, no doubting that. The difference lies in that Solarii will defend specific points in the city by garrisoning guardhouses, meaning they'll only be at certain places and will generally only be activated if something comes very close. Adepts, meanwhile, will include every single building you own as part of their patrol, and will generally cover far more ground. If the point is defense, adepts are better, because even though they're less powerful they're still quite capable of helping the guards out with most random invaders and tackling rats/zeds/trolls on their own. Plus, although the sun scorch is nice, I find Lunord's spells to be more tactically applicable.
Also, this game is amazing. I've loved it for years, but now I remember why I loved it. Do you have all the expansion packs?
"All"? I was only aware of the Northern Expansion, which I do have (obviously). Unless you're referring to the gold/HD edition, I'm not sure what you mean. And I'm a little hesitant to spend full-title price just to get some graphic polishes and two extra missions...
you know what I'm going to request an Elf named Jack von Useless so that i might lounge around whilst the kingdom burns.
That's still gonna be difficult, seeing as we can't construct bungalows. If people want, I can (eventually, we don't have much capital on hand right now) open up an embassy and hero-scum until I get the types people request that we can't normally support. I don't want to cheat for the sake of building the otherwise prevented guilds, even if I do think it's a bit silly, but if enough people vote in favor of it I'll go ahead and build an embassy. This is another thing that ties in nicely with having an outpost, but it's quite money-intensive and random.
Anyways, sorry about the lack of updates today, lads! Got a bit carried away with other matters. Shall deliver on the morrow.