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Empire have two of the most desirable infantry units in the game, an unbreakable yet affordable front line and the incredibly cost efficient greatswords.
It's a good thing this is pve as relying on artillery is a hilariously bad idea there.
Taking cities back and reviving electors gives essentially infinite Authority (they die off soon after reviving).
As to the OP -
I agree fully with letting Wissenland rebel and taking them out.
But Greatswords are the best T3 melee infantry in the game, are cheap, and have a chance vs ANY other infantry in the game (they even beat Chosen in 1v1s once and a while). Halbs tend to die fast, but generally do 4-5x their worth in damage if you have them hit cav or monsters like they are meant to. Flagellants are terrible in every way, yet are a 2+ minute speedbump vs almost anything in the game because they are unbreakable.
Empire Infantry is far better than most in the game, and it shows if you use them properly.
Greatswords are also tier 3, and their defensive stats are terrible. Definitely not the best tier 3 infantry... bladesingers and Longbeards are both way better... but if you want to recruit Greatswords, Wissenland has iron mines so it's a better place to do than the starting provinces are, so my advice still stands. There's a very short window in which you can make use of the Empire's tier 3 infantry, as they'll quickly become outclassed by tier four and five enemy infantry, and you will never get better than tier 2 when it comes to your line-holders. So yes, infantry is sub-standard, and by a lot.
I disagree with your characterization of imperial infantry, however. Sub-standard? More like THE standard. And I don't just mean from a fashion perspective though I do mean that primarily.
Please remember the three C's of effective infantry.
Cost Effective
Combat Effective
Codpieces
They've got the cost effective and codpiece thing going, definitely, but every time I throw them at enemy infantry in the late game they get slaughtered, so I don't find them combat effective. You could argue that they're a hammer which is ineffective without an anvil, and I agree, but the real problem is that the Empire is stuck with a tier two anvil that doesn't anvil very well against anything higher than tier two... which is everything the enemies recruit past turn 50. If we had some higher tier Greatsword variants (with even bigger codpieces) that were more combat effective while still being cost effective, I'd definitely use them.
I'd honestly rather have White Lions of Chrace most of the time, they have less hp but substantially more MDef (note that Martial Prowess is +12) and also 30% missile resist, and people rag on those all the time (they shouldn't, white lions are great).
Of course, debating the merits of a unit tagged as "Damage Dealer" in a line holding capacity says something. Greatswords have 30 MDef and no shields or charge defense. Their intended job is to kill line holding infantry (which are typically bad at hitting back) with that delicious 14 BvI (so yes, the trade up vs Axe and Shield Chosen, they are the counter to that type of unit. But Great Weapons just slaughter them)--you're only using them in a defensive capacity because Empire doesn't have much else. Anything that gets past their armor cuts through them real fast.
Declaring war on an elector reduces your Imperial Authority by three. And this is on top of the Imperial Authority lost by eliminating an elector.
When they rebel and you conquer them, you only suffer the second hit to your Imperial Authority, not the massive three point hit for declaring war on them.
Also, the ease with which you'll conquer Wissenland really shows how weak Empire infantry is compared to everything else you fight.
I’ m obviously speaking from my own experience and preferences and there are many ways to play this game but how long does it take to cause Wissenland rebel? Since only one Elector event can proc per turn there can be even further delays.
In my experience, if you leave their Fealty at 2, they're likely to rebel within twenty turns or so, yes, since they're below the fealty threshhold for random rebellions. If you actively aggravate them, their fealty can drop due to poor relations, and a well-time random event might cause it to drop that second point, for an immediate rebellion when it hits zero. It's easier to aggravate them as Gelt since unlike Franz, he suffers trespassing penalties when he marches lords into elector states without a treaty, but hero actions against cities, using prestige to lower your relations, etc. can expedite the rebellion by making them hate you.
The Emperor's Wrath steam tank looks cool and all, but I wouldn't suggest hiring it unless you're willing to pay the +75% upkeep penalty for elector count troops. This upkeep penalty is really awful right now and completely unjustified. In the early game, it literally costs as much as an army, to maintain one tank.