the gold value the player would have to pay in order to absorb the city (which is only the Absorption cost for a Vassal for instance) and compares it to the Absorb/Reward factor indicated in the table above. The game then calculates the total Absorption cost (sum of the Peace + Vassal + Absorb costs note: it seems from empirical observations that the Absorb/Reward factor is actually only the cost for the next absorption step, for instance only the Vassal costs if you are already at Peace), i.e. higher than 600 to get Medium difficulty Quests). The military score must be higher than the values in the table above to qualify the player for a given Quest difficulty (e.g. If a Quest can be assigned by a city or Dwelling (see cooldowns above), the game first checks the military value ( score) of the players, which is approximately of the sum of the values of his units ( + 2 x ).
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