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i'd recommend looking at a guide for that....
there are some pretty good ones here on steam that people have written.... but basically you have so many outposts you can liberate from the demons... and based on how many you liberate depends on how many you can upgrade.... that means you are limited to how many outposts you can upgrade
which there are detailed guides on which outposts are strategically better to upgrade so that you have better map control in your game
I dont want you to make the mistake of just upgrading whatever and screw yourself over if you know what I mean... because the choices are irreversible....
I'm sure that Wrath of the Righteous is an absolutely amazing experience as well... on my second playthrough. But the first puts so many unnecessary hurdles in my way that by now I'm starting to doubt that I'll be able to finish it.
hahaha.... yeah I know what you mean.... thats why I started taking notes for this game years ago.... I have multiple text documents detailing everything for progression in this game.... just so I can use as a cheat sheet when I come back to the game every so often and dont have to rewatch or look up this stuff again...
basically broke it down into 3 separate documents.... one for my player character in great detail.... one document for my companions with just feat selection progression... and another for crusade itself... leveling generals and whatnot...
I'm honestly thinking about restarting the game with automatic crusade mode.
The RPG aspect is difficult enough to grasp but this stuff blows my mind in the worst way possible.
Bit of a shame, cause I like my main character quite a bit - but having to repeat everything the same way is quite the waste of time.
just go into steam guides for this game... in search bar type in crusade
and you should see "a strategist guide to crusade mode"
its pretty detailed and while it may look like a wall of text... it has sections broken down that cover different aspects of crusade mode...
specifically what your looking for is the section "city planning: what to build and where"... it has a chart that shows the places that are suited for teleport circles as you unlock them...
rest of the guide has details on things like what choices you can make for crusade mode at each rank... and their recommendations..
1.) Economy buildings are effectively useless because if you want a good army you will nonetheless have to spend your own ingame money on the resources, the resource buildings give laughably little, like 1 market gives you 20 financial income, congrats, get 5 of these and you can afford 4 unupgraded archers a week from it... Not to mention I'd at least like some way to convert the income into my own income if we're already building economy, but that's pointless when that economy can't sustain anything I suppose.
2.) Whoever put those power numbers on enemy armies must have been on heavy drugs, they're all over the place, most tier 6-7 armies are WAY tougher than just about all tier 9+ armies which is just utterly ridiculous especially when many of those 6-7 armies are right next to Drezen.
As for simplified version of how to win at Crusade I generally found:
1.) set aside about 150k of your party's money right at start of the act, you get 65k for free and you should have the rest from battle of Drezen
2.) in Drezen - build main stables, put arsenals on adjoining squares next to stables and archery range, don't worry about infantry, they'll never be useful as anything more than a meatshield, don't worry about smithies for now, you can do those on outposts, your early units suck and you don't have many, so better to focus on having them be better meatshields and make sure as many of them survive as they can until you can upgrade them
Also build teleportation circle on that one free square next to supply center
3.) forts - build 1x stables + 1x archery range, leave 2 squares empty for smithies when you upgrade to outpost
4.) take your main army, give it a sorcerer commander, yeet any units that are not recruitable in Drezen currently (not mercs, can keep hellknights cos hellknights are great early) and go nuke the hell out of western demons up to tier 6 avoiding that one army with lightning call commander because that one is realistically about tier 14 in terms of power (thanks Owlcat)
Bonus step if you're Lich - send your undead army east to get some free exp with new commander for any armies you didn't kill in act 2, this army is OP as fk, any commander will do but sorcerer is still preferred because they're one-man-army
4.) Go get your missing companions (spoilers which ones I mean and where) Arueshalae in Greengates (gotta travel west a bit to unlock), Woljiff since you'll want them as advisors
5.) Return to Drezen when you need rest or you have rank up decrees finished and you are to attend all 4 councils and you have your companions back
6.) Bonus step for easy mode - build halls of strategy on outer ring of Drezen to make your officers even more broken
Whenever you don't have enough resources, unless it's the arcane stuff just buy it, your economy will always be garbage.
From this point on, you can upgrade your units to whatever you want, prioritize rankups at all times, especially military, and you'll be completely fine, it's almost impossible to fail at this point. Hope this helps :)
Just a minor note: Crusade can be turned off in options.
Once you know what you're doing (which admittedly is not easy), it will be quick distraction and enabled just to make campaign movement faster and get few extra items.
No teleportation circles in that case, so you know, not ideal :)
Overall, Crusade is poorly thought out, poorly executed and complete waste of time.
I've got 650h in this game, find 0 interest in engaging with mechanics of it.
Pick mage general - stomp combat in first turn - move on.
3 captured forts -> Research becomes available to upgrade fort to bastion
3 upgraded forts -> Research available to upgrade Bastion to large thingy
Bastions allow building teleport circles.
And start by building teleport circle in Drezen, so you can jump there whenever you want.
Mage general is easy mode. Initial spell will clear enemy units before they even reach your units.
Always pick Marksman once you get option to upgrade archers. They are most broken unit in Crusade mode and basically "I win" button.
For general, if mage, don't bother with buffs, ain't worth ♥♥♥♥. Pick damage spells, always use fire ray until you get Fireball. Use sparingly at first, because mana.
Don't spread EXP, use one general for everything.
Have "spare" general sitting in Lost Chapel with units you didn't send to main general.
It's just in case anyone comes over (usually small armies, strength 3-5).
In forts, build Supply Center, Hospital + recruitment buildings.
Supply for materials (usually shortage of them), hospital to prevent losses on army.
Inn is a trap, since it only gives money if you don't have any recruitment buildings in that fort. Money is also NEVER a problem.
Once upgraded, add teleportation circle + shrine (resting clears corruption)
I don't bother with Shrine, but you specifically mentioned corruption so worth it for you.
Teleportation circle in Drezen for quick return
Upgraded outposts have the option for a structure that lets you rest in them without increasing corruption. only Drezen can remove the corruption though.
You can get around the item weight issue by dropping all your heavy items onto the ground, and then leaving the region. you'll be prompted to pick up all the items you dropped, and you can carry them with you on the world map. if you try to pick up the items first and THEN travel, then you won't be able too due to being overburdened.
Sadly you can not upgrade every outpost. you get like three upgrades in act 3 and they can be pricy. so you gotta pick and choose the outposts you want to use for that.