Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If there are literally no pawnkinds with Dryad in the name then it falls back to using WildMan as the pawn kind (because wildmen can live in trees like Tarzan), so my stab in the dark is that you have some kind of mod making the WildMan pawnkind be a genie and literally no Dryad pawnkinds at all which would also imply no ideology as ideology adds a pawnkind called Dryad.
is this intended? im getting some really bad combinations of the ancients mod giving them traits that are mainly for combat but genies specifically suck at combat.
If you want them to appear less often the settings allow you to pick how many trees you have to brutally murder to aggravate them. If you set it all the way up to 250 you might never see them in a lot of games. 250 is a LOT of trees