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they made the game to never defend
just conquer faster then you can lose
dont even bother fighting any defense, just accept the loss
save yourself time
ok, just loot and scoot. Got it.
This will give you cultist armies that are perfect for defence.
Ok, I did not know that was a thing I could do, assume I'm dumb and give any and all other tips for this race please.
Your main army can create a cultist army, there should be an option around when selecting the army, using the 'cultist points' that army has no upkeep in 'gold' but has a 'cultist point' upkeep. There is a 10/20 turn cooldown to the ability
As such, you want to try to take out Chrace ASAP - you can do this in the first couple of turns if you can manage your units properly. Then get the Cav building built, and get as many of the tier 1 Cav built as you can - they are very good for their cost, and will form the bulk of your initial army. Marauders are mostly filler and are there to get shot/stabbed while your cav and N'kari do the real work. Remember that most of your units, even N'Kari, will die *very* quickly if they get into prolonged combats or get shot at.
From there, I'll generally rush east to take out the minor faction and Eltharion as he tends to be weakest. Ignore Saphery, it's not worth doing anything with them. Probably the same with the DE, unless you think they are going to start warring with you (though I think you maybe start with an NAP anyway). Once he's dead, it's probably time to head back north because Allarielle will have either declared war, or will be getting close. I find Tyrion is usually too distracted by the Dreadfleet etc to really threaten the east side of the island, but that might change depending on your game. From there it's basically just continuing to beat the HE in the field until you're established and can push in to conquer the rest of the island.
Personally, I don't try to Seductive Influence anyone on the island. Just kill them, the territory is better in your hands then theirs. Once you've the conquered the island, you'll have a very strong power base to play the rest of the game from.
In terms of the Seduction game, you want to rush the Everlasting Gift tech ASAP (you'll need to build the Daemonette building to get it, from memory). Using Disciples is honestly not great before then, because you simply don't have enough to really take advantage of it. But EG I believe gives you *5x* the benefit from Gifts of Slaanesh, up to 25 a turn - which is huge. Once you've got it, you can really start the seduction game. You should have a few Cultists, and send them out to use hero actions on EVERYONE. You can easily just have a few heroes running around to Gift armies, and you'll be swimming in Disciples in no time.
Once you've got disciples to spare, build cults, either via your special ability or using Cultists, and then build the third Cult building. This will create a new Cultist, who can then create another Cultist building, and so on, effectively removing the usual cooldown (disband the old Cultists if you don't need them to spread more Gifts). For Seductive Influence, you basically want to get a Cult in each of their settlements - this will allow you to passively increase SI over time. They get a turn-1 per settlement, plus racial resistance; the Cultist building gives +3 a turn, so you need to have at least a fair amount of their settlements covered to really build it up in a reasonable time frame, though Gifts help from memory.
Now the big issue with all this is a) it takes a lot of money, and b) Gifting and creating Cults will make factions HATE you. This is why I'd recommend waiting until you've secured the island before really getting into this, as money will be less of a concern if you're not trying to expand immediately. Otherwise, I'd recommend targeting factions that already dislike you for Culting; that way, when they declare war on you, you can counter by using SI to vassal them. unfortunately this only works every ten turns, but you can work your way through the various 'threats' (Morathi, Hellebron, Alith Anar and Loune are probably going to be the ones you want to look at early). Alternatively, the other way to go about it would be to get your Cultists further afield, so you can start Culting factions who you aren't directly engaged with; this way it doesn't really matter if they hate you because they won't be able to threaten you anyway. Cathay is particularly good for this, because you can use Sea Lanes or Spread Cults to get over there, and they won't be able to get back to you. Obviously though, they'll be less use as a vassal. The other option is giving factions money (or other diplomacy), which will increase their SI gauge based off the size of the 'donation'; this obviously can get very expensive, but it can also let you SI factions without making them hate you.
Oh, I forgot issue #3 - Vassaling factions will make their rivals hate you. As such, you might want to limit yourself to one side of the Order/Chaos divide, otherwise you'll just end up at war with everyone.
Disciples also let you summon 'free' disciple armies; they cost disciples + supply lines, but you'll essentially hit a point where disciples are infinite. You can use these in high Slaanesh corruption locations and they won't take attrition damage, so you can use them as defensive armies. Or just use them to provide extra offensive pressure (note they get full move when they are summoned, so you can increase your 'threat range' eg if you want to take a city that's out of your way).