When attempting the Divided Planet development, much of my work was preventing the villages from destroying each other due primarily from their greed from failed Great Projects. Now I am looking at the Mass Production development and wondering how I could prevent six villages once again from murdering each other. If I can control when villages start their great projects, I could avoid the World Wars and stick to small land skirmishes.
I have noticed that if I leave a village with very little, they tend not to start a great project even if they have an upgraded project.
What causes a village to start a great project? Does the village require a certain level of prosperity to start the great project? How much?
and now I have to build a new village. But no..the village was still mine, my buildings were not actually destroyed, and I was awarded a 16h shield, and I could still continue to play. So I don't understand...what's the goal, or eventual result of the game? What I initially thought was, clans would fight each other and the last remaining clan in the world is the winner. On an individual level, I figured destroying an opponent's town hall will give me his village , then I'll have 2 villages to manage and stuff like that.. But no, you can still play after your village has been destroyed 100
this iPod once it gets connected to wifi". My problem is that now that I have a new phone and am still playing Clash of Clans with the same account. It seems, though, that someone has access to my village because when i get on the game I have my army camps full of goblins and stuff like that. I need help on how to solve this because I have spent 100 dollars so far on this base and I really don't want to erase it. Is there something I can do to keep the other person out of my account/village?
often do need "industrial" resources to build, as well; take the LHC for instance, which is a marvel of civil engineering as much as it is a marvel of science. Would be great if you could take..." a lot of potential, it can give you a momentary boost to dust or science, which can be tremendously useful when you're on a tight turn clock to get something done, e.g. during a war. By default, if you have stacked production as the Automatons, and you choose to convert industry into dust or science, it'll only burn what you produce that turn. Is there any way to tell the game to sell off your
I have replaced my Vanilla server with a Bukkit server and installed (only) 2 plugins: WorldEdit and WorldGuard. Existing villages are still there, but new Villages are not generated. I know this is the case because I used a village finder to find villages, and I know it works right because I tested it on Vanilla and it was tested out as accurate. But now when I use the village finder and visit the expected location of a previously unexplored village, the biome is right but the village is not created at all. So, it seems that villages are either not created at all, or they are created
I've created two villages in Minecraft's Millenaire Mod using the villager-purchased rod. One of these villages is Norman and the other is Japanese. These two villages are fairly close together. If I then proceeded to take an army of hired Normans to wipe out a far off Japanese village, will I hurt relations between the Norman and Japanese villages I created, or will they be unaffected because I created them? (Additional Information: The Japanese village I am attacking is located close to a Minecraft-generated NPC village. By wiping out the Japanese village, I will gain control
I'm reaching the point where the opposing villages have hundreds of each type of unit, making it really hard for me to beat them within the 3 day limit. Most of my fights end up being draws. At this point, its also super expensive to buy additional units (4k gold per upgrade). Did I spend too much time doing other things, what determines when villages increase their units? I'm currently on year 8 if that matters.
I created an iron golem farm on ps3. It is designed to have 4 artificial villages with 16 villagers each. The first two reproduced villagers to the designed limit of 16 each. On the 3rd, villagers stopped reproducing at 13. Is there a per world limit on the number of villagers in the PS3 version?
When I have a region cluster of 4 cities in SimCity, I logically start out by building one city, and then move on to build other cities in the cluster. I move back and forth between my cities to gradually improve and perfect them. In one of my cities, which is based on tourism, I have a massive cash flow and can therefore import materials needed to my great project - in this case, the Habitat. This city will deliver the imported materials to the great project, along side the materials gathered from the recycling station (metals in the case). If I go to one of my other cities, will the city
I've put together a fast, brutal party of slavers, and we love to burn villages. My dream is to undermine the economy of Rhodoks so badly that the other kingdoms devour their lands. However, I'm not certain that such plunder actually affects the AI players. Does anyone know? I'm suspicious because of things like the AI magically spawning new soldiers into a garrison, without any lord recruiting them, training them, or moving them in. I assume that the AI uses many shortcuts. Since I've never seen an AI lord enter a village (and collect his taxes), it makes me wonder if that economy