BLANDCorporatio wrote:So anyway, does anyone have a Carnymancer? Or a Turnamancer? The SG is willing to pay for borrowing the services of such, for a mere turn or two, and for a very specific purpose. Contact Sir Pickering at 23 Loco Motif Street, Oregear. Serious applicants only please.
If you build a magic portal in your capital city (See page 12), you can hire a carnymancer or turnamancer from the Magic Kingdom (See Finding a Caster and Hiring a Caster on page 21).
Q: Does a warlord have to be present in a L3+ City to be promoted to Chief Warlord, or does simply having a L3+ city allow you to promote someone?
A: The warlord must be present in a L3+ city to be promoted to Chief Warlord.
Q: And, for that matter, can Natural Allies be promoted to a full Warlord?
A: Yes, though keep in mind that natural allies normally have a much lower loyalty rating than units popped by your cities.
Q: Chief Warlord?
Q: The 35%: of juice used that turn, of juice at the start of the turn, of max juice?
A: 35% of the juice that was regenerated that turn. See Casting ability on Page 19. The specific example is that a Lvl 5 Dirtamancer with 20% can use 30 juice on change or ditto spells.
Turn 11 complete:
Highlights of Turn 11 include:
A kingdom with a 1 L5 and 6 L3 cities.
A kingdom with 2 L5, 1 L4, 2L2 and 1 L1 cities.
Captured a Green Dragon.
Created a magic item to increase move of siege towers.
4,000 Shmucker in a ruin.
Five battles in one turn (counting the two scouts EG croaked.
Converted a plain into a light forest automatically upgrading a farm on the plain to a lumbermill.
It will probably be Saturday before I can run the Elder Gods' Turn 12, but feel free to send in you turns.
Here is the map for the end of Turn 11. I am going to pop the Turn 12 Wild Units now, so you will probably see them on the map at the end of next turn if you don't accidently bump into them first.https://docs.google.com/open?id=0B6CKjN ... BmNjAxYTQ4