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Build infrastructure, ignore military buildings unless you have enough slots (mainly t2 settlement), ignore the Asur Armory (it's garbage).
The AI usually demands payments when you're sitting on high amounts of gold. Avoid this by fielding 2 relatively even armies.
Income comes from razing settlements. Being in the red is fine, so long as you are engaging in active battles and destroying settlements.
Might do another restart (3rd) or just skip this faction I don't know
Shouldn't I at least take the ones around Witchwood? Those were the ones I took.
The biggest problem the WElves have on the campaign is that their campaign isn't fun for people who enjoy painting the map. Their minor settlements aren't worth what little income they give and their buildings require an extra resource which limits what you can build.
The most efficient way to play Welves (sadly) is to just burrrr tier 0 archers and have a few heroes. Hawk Riders with Sisters due to burrrr artillery arrow fire.
Each of the 11 (i think 11) forest cities on the map are worth around 3-4 k each once developed. Forest city being the Witchwood where the siseters start, the Gaean Vale (alarielles capital), all 4 cities that surround the oak of ages in athel loren, drychas capital, and a few others but you get the idea. Of particular note are the 4 around the oak of ages. Control those 4 and the oak and you will have more money than you could possibly need for the rest of the game in passive income, in addition to 10x the amount of money you could ever need from murdering and sacking/razing people.
No, there is not development to do in every other city on the map. In order to win you need a number of those Forest Cities (including the entirety of Athel Loren as mentioned above) and painting the map is a perfectly acceptable way of getting them. Considering how much everyone been screaming about playing whack a mole with no walls trying to defend their empire, the fact it cost the WE nothing to lose then retake any of the other 550 non-Forest Citites, I'd say WE are in a great position in IE currently.
As it pertains to OP early game economy question, after you get the 3 econ/growth buildings, you want the hawk rider landmark building, and the forest spirit (trees) chain building, but delete the elf infantry building. 6 Treekin + Lord + heroes + Hawk riders is unstoppable early game, eventually swap treekin for forest dragons. Use your forest ambushes to your advantage to take out the hordes of early game enemies, and when convenient take the heathlands that surround your capital so you can get the forest health needed for the ritual. Then again, just fighting battles constantly in your territory also adds to forest health for the ritual.
disagrees with comments, says what comments say in long paragraphs.
- The internet.
Except he is right. You can have a pretty good economy with WE.
Nice try. comments were wood elves arent fun for people who like painting map. Explained how you can and should easily paint the map.
Ok.
Your income comes from sacking other villages, you can skill the one that increases income from sacking and just run around "collecting" money from your neighbors.
The gimmick is that you have to either clear the areas around your forest (marked by the leaf icon) or have an ally take them. Once you fully restored a forest you can get a big buff for your entire campaign depending on which forest you did.
You have the ability to travel to any other forest instantly if they have not been destroyed (with a few rounds cooldown), it doesnt matter who owns it, you can just teleport there and either fight for it if its a non elf faction or do the confederacy quests, which are rather easy and give you the legendary lord (if the faction has one) and the upgraded forest, you pretty much get a level 4 or 5 settlement if you play on higher difficultys plus whatever armys they already had.
The forests themselves give enough money to sustain, and the rest you get by sacking enemy territory, you dont have much use from claiming villages because you can not upgrade them, it will always be lvl 1 and you can build one out of 4 buildings, which is usually not worth it, stealing the gold is much better.
Sisters of twilight also have the gimmick where after you fight battles you have a chance to get a point for the smith, where you can craft super high tier items for your units, there is one that literally increases money earned from sacking by 100%, letting you steal ridiculous amounts just by running around attacking stuff.
Most forests will be accessible unless some bot decided to ruin it, so you can do just that, claim forest and try to make allies so they get the settlements around your forest, adding some extra line of defense for you. You dont really need a commander in the forests if they are somewhat upgraded as well, the garrison are super strong and can hold of armys on their own, so if the area around your forest is relatively save you can just abandon it and use it as passive income, focusing your military power in more contested regions.
Glade Guards with Hagbane Tips or Starfire Shafts is all you really need for infantry early on. They have fairly reasonable melee stats and more health than something like Deepwood scouts.
Maybe 2 Eternal Guards just to tackle anything you dont want in your frontline.
Various heroes.
The rest of the army should be Hawk Riders.
My typical main army consist of the Sisters of Twillight, 6 Glade Guards(mostly Hagbane and 1-2 Starfire), 2 tackle units, 1 caster(lore of Life keeps the Hawks going for longer and enables the sisters to really put out some damage), 1 Glade Captain(mount on an eagle for the buffs), 1 Waystalker(more buffs and sniping potential), 1 Branchwraith(tough little distractions with nice utility) and the rest are Hawk Riders(7).
This is my endgame army for them. I might change what I use as "tackle" units(usually ends up with Wardancers with Asrai Spears), but the point is, most of it you can start to get very early on.
Hawk Riders absolutely obliterate enemy units with their special ability. Have each one target a seperate, high value unit. If you focus too many units on a single target, most of the salvo will be wasted.
Their flanking charges are also very deadly and the arrows the fire while getting into a good flanking position helps as well.
In other armies, you still want quite a few of them(around 3-4), but they are more expensive there. So you rely more on Glade Guards(Hagbane).
And Glade Guards are awesome. You do not really need a typical frontline, when the enemy starts to melt as soon as they come in range. Hagbane is magic damage(so ignores physical resistance), poisons the enemy(they move slower) and have decent AP(7 per arrow, while standard Glade Guard has 4).
Starfire Shafts are even more effective vs armor and are great against enemies weak to fire, but deal overall less damage to low armor chaff, and can also end up against something with Fire resistance. Which is why I typically only bring 1 or 2(just to focus down something with very high armor or weak to fire).
So basically, there is no need to invest too much into various buildings early on. You either start with a lot of it, or can get it relatively fast.
Additional early armies should be keps rather small and only work on the defense. About half a stack consisting of mostly Glade Guards can defeat most early game armies if combined with a garrison.
Ideally you should only be threatened from the South or North. If the Sisters go North, the defense army is south, and vice versa.
As for economy. Woodelves have a combat economy and gain increased values from post battle result, sacking and razing.
They can get some value out of trade(which can also help with diplomacy) and their big settlements can have decent income, but at best it assist in stabilizing your economy between big battles, not fuel your economy outright.
A well run Wood Elf campaign often have negative income.
Sacking a major settlement might end up yielding 20k or more. Sacking has the benefit of only weakening the enemy, allowing them to grow in strength again after a short while, and then reap them for more money later.
And because Dain's Forge is dependent on the Sisters doing battle to get points, you want them to constantly bounce between enemy settlements.
At some point you want to push your defensive army converted into an offensive one.
You might want to use it to use the World Roots to get to a different location. Or start a new sacking spree that links up with the Sisters(maybe you want the Sisters back home to use the World Roots on them).
Regardless, you might need a 3rd army(new defense army) and the cycle starts anew.
At some point, your enemies cant keep rebuilding their sacked cities(and so the value for sacking them becomes quite low) and you might want to remove them as a threat completely to move somewhere else.
You can then either conquer or raze the territory. If you have nearby allies, you can probably trade the regions for more money or have them pulled into some of your wars.
The goal is to only really need to defend the area around your major forests. All other territory should be a wasteland or given to allies.
To the north, Alith Anar is a potential ally and will gladly fight and keep northern threats at bay.
To the south, Mazdamundi can be a potential ally(or at least non-aggression/trade partner) if you help him remove Morathi and the Norscan that are in the area.
And you have an early neighbour in the Tomb Kings, which is not a bad partner to gift territory to either. If they start to roll, they will be a great bulwark.
Once there are no threats that can easily get to you, you no longer need a defensive army(in this area).
For the Sisters I would focus on economy buildings early and try to get some trade agreements going with the High Elves ASAP. You may have to send a hero to go and make contact with Alith Anar/doughnut factions but High Elves normally want to trade and if you are able to join a few of their wars against Dark Elves or Nakari they will probably be friendly.
With the Wood Elves you can try to play nice with the Dark Elves but I think this is normally a bit harder to do and would not recommend for your first time with their campaign.
If you don't feel confident holding the heartland territory around your forest then just keep it in ruins. Having one settlement with the gate option for cheaper recruitment is great but letting your enemies colonize the heartlands is not a huge deal as you also gain forest health for battles in the area and you can take them back.
In general if you have a neighbor that you don't want to fight try to get paid to join their wars ASAP. This will make them like you more and if you do decide to fight them later you will not suffer any diplomatic personalities.