Post by Atma on Nov 2, 2006 2:51:22 GMT -6
Remember when you were trying to deal with the trading issue? Of how players would offer Spells or Buildings in exchange for high powered creatures stationed at great temples? At one point, you had a "Mercenary Artifact" to prevent trades of certain types of units.
Well, I've discovered a few things that really throws the whole issue out the window... even though you have since found a solution (removing the garrisons entirely), it turns out nothing was really necessary to fix the problem.
1. Mercenaries cannot be traded. No way, no how. They simply aren't available in your unit trade list, ever. So ordering up 60 Merc Mages in an attempt to get some easy trade fodder will end in failure.
2. Units inside of a building cannot be traded, nor asked to be traded. I guess this makes sense, because it would cause issues of who controls the building. Because of this rule, you can't ever swindle an AI, active or not, out of their garrison units.
3. Units a part of a Lord's army will never be traded. You can try, but the Lord will ALWAYS decline, no matter how awesome the deal, no matter how crappy the unit you ask for. I guess they aren't idiots who'd leave themselves defenseless after all.
I discovered all of this stuff when I went to try out a strategy someone once suggested... which was to trade buildings and spells for all of the AI's stuff just before taking them over, which of course costs you nothing. To my slight disappointment, this didn't work... but I was also glad to discover that the AI wasn't so gullible after all.
I'm not sure of the whole story behind you deleting the garrisons, if there were any other reasons why you did it, but I thought I'd bring this up just in case it was only because of that problem.
Well, I've discovered a few things that really throws the whole issue out the window... even though you have since found a solution (removing the garrisons entirely), it turns out nothing was really necessary to fix the problem.
1. Mercenaries cannot be traded. No way, no how. They simply aren't available in your unit trade list, ever. So ordering up 60 Merc Mages in an attempt to get some easy trade fodder will end in failure.
2. Units inside of a building cannot be traded, nor asked to be traded. I guess this makes sense, because it would cause issues of who controls the building. Because of this rule, you can't ever swindle an AI, active or not, out of their garrison units.
3. Units a part of a Lord's army will never be traded. You can try, but the Lord will ALWAYS decline, no matter how awesome the deal, no matter how crappy the unit you ask for. I guess they aren't idiots who'd leave themselves defenseless after all.
I discovered all of this stuff when I went to try out a strategy someone once suggested... which was to trade buildings and spells for all of the AI's stuff just before taking them over, which of course costs you nothing. To my slight disappointment, this didn't work... but I was also glad to discover that the AI wasn't so gullible after all.
I'm not sure of the whole story behind you deleting the garrisons, if there were any other reasons why you did it, but I thought I'd bring this up just in case it was only because of that problem.