Besides Adventurers Guild, there is a spell (I forget the name of it) which allows you to convert mana into experience points. That too can be used to level Govs in cities (if you have the mana to spare).
Jim Winsor
Now that the game is out of beta, I think what these forums could really use is a section devoted to sharing game strategies only. There are strategy threads here yes, but they are few and far between, and hard to find amongst all the minor bug reports This section would then hopefully form the nucleus for strategy FAQ and/or wiki.
Yeah I've had this happen to me before, in the non-campaign too (when playing the beta). You leader just decides to die before combat even begins, and thus you go into the battle one short. It's a somewhat rare occurrence, but it is happening.
[quote who="KingHobbit" reply="3" id="3255925"] What monsters work with the collar? I have never been able to get it to work, and I usually just get killed trying to use it.[/quote] Only works on Beasts, IIRC.
The only real similarity between MTG and MOM was that MOM used pretty much the same 5 color magic catagories (green = nature, white = good, black = evil, red = chaos, blue = sorcery?). And of course the same general kind of spells in each catagories. But after that the games were utterly dissimilar. Ah MOM; good times, good times!
Do the Dread Lords ever appear in the regular game, or is the only time you see them is in the campaign? I think it would be nice to have Dread Lords pop up in a regular game, as a minor race triggered by random event. (BTW I agree the campaign is kinda dumb; I've given up on it not so much due to difficulty (although some missions are hard indeed) but due to tedium and boringness of it all. Plus I think its really illogical to h
Another thought: BattleCargos might be useful in a Dread Lords campaign. Since a DL ship will likely kill anything you build in the beginning with just one shot anyways, why not just pack a bunch of weapons onto a cargo hull? All weps, zero defense of course. Maybe enough first strike potential to actually win unscathed against their no-defense ships.
In other words, its only very very very marginally useful. It does lead up the tree to the Sensor techs tho.
Dipupcake, thats a good point. But you know, I have noticed from time to time the AI's will simply stop trading their military tech...you get this message in the diplomacy screen that their advisors advise them not to trade it because it's just too important to send away...so no dice. All the AIs seem to march in lockstep when implementing this trade policy. But then they rescind this policy (again, in lockstep) maybe a few turns later. Its kinda strange; I don't know what triggers
Hey guys great dicussion; this is my first post here. I think the problem here really is the way the AI seems to overvalue the techs traded. Because of the single-player nature of the game, the player has the ability to get full monopoly value for a tech in one round of trading. When instead, they probably should be getting proportionally less money after each consecutive trade. Let me give an example. Lets say you are the first to develop Warp Drive. OK, thats a nice te