![]() If they prefer repeats over first occurrences in generation (seems unlikely), then you'd be hurting yourself. But if you want to believe an item that was correct is less likely than item you've just never tried, you're free to do so - in the expected scenario where neither is preferred you're doing no damage. There's not really a good way to test how they generate the solutions though - so assuming it's unbiased is probably the best we can do. However, it's not impossible generation conditions are biased to prefer first occurrences over repeat occurrences - i don't think i've ever seen a 5 of the same be the correct solution even though under unbiased conditions that should happen 1/32 times in encounter 1 and 2. Those plus other goods producing buildings such as wishing wells and event buildings provide the approximately 1200/wk goods required. It takes a lot of goods but I planted the ToB and use that as the population base for 8 goods buildings. You then would then count the number of occurrences of column C being each item to determine the probability of what it is. I have two Iron Age cities where I negotiate everything after 1.5 or so. Well the obvious answer is just to write out every answer which still remains possible - which without any additional information on generation conditions should all have been equally likely to begin with, and must all be equally likely now as they have not been eliminated. In the below picture coins and supplies are both UUC's. Unused Unknown Choice (UUC) - These are choices that you have not yet used and are unsure if they will be a part of the correct answer. If you know that you will be negotiating more than 4 turns activate the Extra Turn boost from the tavern. In the picture above honey and glass are both PCUC's. They could still be used again, but they have been correct in previous attempts. Previously Correct Unknown Choice (PCUC): These are choices that only have a correct answer from previous attempts. ![]() In the below picture copper, honey and supplies are all KC's. These are the choices that gave you a wrong person answer in previous guesses. Known Choice (KC) - A choice that you know will be part of the correct answer in an encounter. The negotiation puzzle involve five chiefs (always five chiefs) whom you have to satisfy with the exact goods they are looking for. There are a few terms I'll be using throughout, I'll try to expain them below:Ĭhoice - goods/supplies/coins/medals - what you pay during the encounters It should also be known that some encounters will be impossible to guarantee a correct combination in 4 turns, the best that can be hoped for is luck and minimizing the damage in those cases. I'm going to compile several tips and my thought processes for why I use them, along with pictures to hopefully clarify what I'm talking about. Regardless, at some point almost everybody who pushes into the higher levels of GE will do some negotiating, so why not have a thread that gives general guidelines and tips on how to succesfully negotiate (minimize goods losses, minimize diamond expenditure, and decrease time spent negotiating). Contemporary Era: how the player deals with Sheik Al-Rais changes the text of quite a few quests.I tend to negotiate in GE from level 3 to 4, sometimes the last half of level 2 depending on if I have enough time to fight through or just want to get through it quickly.Diamonds-wise negotiating with both sides is the most rewarding option four different sets of story quests depending on how the player handles the civil war.some quests depend on how the player deals with the natives.Colonial Age: minor difference in quests when dealing with Sophie Antoinette. ![]() Taking the 'peaceful' route through the continent map produces a few small differences in the story campaign. Thus, the player's choice can affect the story campaign. Category:Guild Expedition Forge of Empires Wiki Fandom in: Guilds, Battles Guild Expedition Category page Edit Everything related to Guild Expeditions. Meet Lothair III) have multiple versions depending on whether the player negotiates or battles. Generally, most of these demands consist of goods from the previous age or the current age, but in some cases can require goods from as far back as four ages. The player would need one to four different types of goods to "buy" the sector. If one chooses not to battle, they can acquire province sectors by negotiating. Negotiation is one of the two ways to acquire a province sector. The player must pay 10 Talc Powder, 25 Copper and 25 Wine to buy the province.
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