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  1. #1

    Pc Birthright questions

    I have been searching the web and birthright.net for a while now and it seems that the amount of information on the Pc game is quite minimal. The only "guide" that I found was incredibly not helpful. I can live with out a useful guide... as I have already figured out most of the game my self... but there are a couple question I still have...
    - Do the "Ports" and "Ruins" actually do anything and if so, What?
    - What is the purpose for "Wizard Towers", do they act like castles, or is there some other purpose for them?

  2. #2
    Site Moderator AndrewTall's Avatar
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    I would expect that wizards towers prevent/delay occupation and never noticed any impact from ruins/ports. Trade routes seemed to work fine regardless of whether a port was present or not.

  3. #3
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    Cryingwolf86 schrieb:
    > This post was generated by the Birthright.net message forum.
    > You can view the entire thread at:
    > http://www.birthright.net/forums/showthread.php?goto=newpost&t=4133
    > Cryingwolf86 wrote:
    > I have been searching the web and birthright.net for a while now and it seems that the amount of information on the Pc game is quite minimal. The only "guide" that I found was incredibly not helpful. I can live with out a useful guide... as I have already figured out most of the game my self... but there are a couple question I still have...
    > - Do the "Ports" and "Ruins" actually do anything and if so, What?
    > - What is the purpose for "Wizard Towers", do they act like castles, or is there some other purpose for them?
    >
    The "Wizards?s Towers" have the same function as castles. The original
    manual of the game states on p. 36 that the realm spell "Stronghold":...
    creates a WIZARDS TOWER (level one castle) or improves a wizards tower
    or castle by one level...

    The ruins as far as I remember have no function but to give you an idea
    where you adventure - the adventures take place in castles or ruins that
    match the names of those on the map.

    Ports have no function as the add-on for the "gold edition" that was
    planned never were realized so there were never ships added to the game :-(
    > http://en.wikipedia.org/wiki/Birthright:_The_Gorgon%27s_Alliance

  4. #4
    Thanks for the info... that has been bugging me for a while

  5. #5
    (sorry for double posting)

    One more thing I forgot to ask about... more of a tech support thing...

    As I tried to install the 1.4 patch I got an error message about 80% through:
    "Can't create output file: C:\SIERRA\BIRTHRIGHT\UI\ADVSCN\USERPIC.PIX"
    The install immediately stops and further attempts to install the patch end up the same way. Is there any way around this or fix it so I can install the patch.
    (I already have the 1.3 patch installed)

  6. #6
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    Quote Originally Posted by AndrewTall View Post
    Trade routes seemed to work fine regardless of whether a port was present or not.
    Well, trade routes work they way they implemented them, but I think the choice they made is silly. They impose the one route per three levels rule only at one end -- you can have every single non-plains province in the game create a TR to the Imperial City. Does anyone think it's actually supposed to work that way? Setting aside the whole issue of whether you need to own a guild holding at both ends, surely the number per level limit should be enforced at both ends?

  7. #7
    Ehrshegh of Spelling Thelandrin's Avatar
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    You don't need to own a guild at both ends, but you lose a lot of the profits if you don't. The destination province should also be capped, obviously.

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