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What's the synergy here that I'm missing? Is it just for the extra combat casting points?
What about the Stand Together trait?
Kinda sounds like that, what threadstarter wrote:
- bonus exp & easy upkeep due to higher income
- more easy exp for fast leveling (low tier) units
- blink for evasion
- Stand Together
- pew pew
- more pew pew addiction
- +20% damage
- quick & many
Personally I am surprised they did not go for keen-sight/strong and astral focus for... more pew pew.
Tenacious
Nightmare Mounts
Tome of Faith
It's a morale build.
Iirc
Quick Reflexes
Tenacious
High
Prolific Swarmers
Adept Settlers
Wizard King
Tome of the Horde
Was rather unlucky, didn't get SUMMON IRREGULARS on turn 1 even after two rerolls, lost 1 unit in the very first fight. Finally got SUMMON IRREGULARS after 1 reroll as the second tech.
Could summon a Tier 1 unit almost every turn after that, conquered 2 free cities, founded 1 myself, annihilated the first other player on turn 18 iirc.
Second and last player in a 3 FFA was annihilated on turn 31 iirc.
I understand now why many MP lobbies ban Horde.
Body: Quick Reflexes
Mind: Ferocious
Culture: Industrious
Society Trait 1: Adept settlers
Society trait 2: Runesmiths
First tome: Tome of Enchantment
Idea is to found alot of cities quickly and effectively, to be able to farm large quantities of highly capable tier 3 troop and afford supporting them.
Alot of the time I spend the first 70-80 turns just trying to create as strong an infrastructure as possible across 5+ cities (sometimes 7 at this point).
I tend to pick up a fair amount of nature and astral tomes early from tier 2 tomes and onwards, nature for the affinity and supergrowth and astral tomes cause they have alot of useful abilities, picking up zephyr archers and rely heavily on my archers to do damage, while my bastions hold the line.
EDIT: Added shape traits
I guess technically Summon Irregulars can produce Bannermen, and they do help reduce the impact of Spawnkin's drawback. (I don't think Knights actually suffer said drawback though.)
I get what you mean. I try to look at it from a sorta "take it easy" point of view: sometimes it is fun because the combo does not match. My most fun game sessions were those where I more or less randomly choose stuff and tried to work it out. To my surprise even what seemingly did not match at all turned out quite good later on thanks to the fact that you can adapt and improvise a lot due to the freedom of choice in regards of tomes. It was also good that it made me spend more time in exactly that mindset "what am I missing here", which made me discover this and that interesting "new" things I did not think of them before.
That is also the reason why I have difficulties when someone asks for builds - I prefer to adjust just in time to what is needed in the game, as it saved me in my most challenging sessions. In fact, I only ever hit walls whenever I stuck to an idea of a build...
The Resource Editor is my favourite build..
Mostly because, I haven't gotten the chance to actually play the game in the "rush" to make mods.
Well, a lot anyway, but this mod is almost done so hussar! I may get to play a little before I have to go to Italy.
Not a quick start, but once you can pump up your Bastions with every weapon enhancement there is (no high tier spellbooks needed), those guye just stand together as a wall and mow down anything. With Growth of Nature and Anointed People and other stuff, just to boost their sturdyness, you have some very chilled fights there. :D
You can back them up with any support/range from behind as you like. Three of those bastions will protect everything behind them.
Let me explain how it works:
Champanion give 20 extra happiness, a 100 extra vassal loyalty and 30 extra xp.
Adaptibility give 20 extra xp.
Unicorn mounts was mostly for roleplay.
Wanted my elves to have the mounts they had in age of wonders 3.
Mana addicts give life stealing too all troops every time you cast a spell.
A +1 level to your spellcasters and start with a banner unit.
It also give 1 in astral.
Powerful evokers give an other +1 level to spellcaster levels and an other +1 to banner unit.
It also give shadow affinity and extra casting points.
Horde stome give accest to chaos affinity and spawnkin.
Banner troops are very good at keeping people alive.
Stand togather increase damage output.
Lifestealing helps keeping troops alive.
But the real power of this build is getting access to the affinities.
Chaos has good affinities.
1: Get 3 gold per kill.
2: Get a free unit killing infestation.
3: Winning a battle has a 50% chance of geting a free unit.
4: reduce tier 1 upkeep.
Shadow has reduce summons upkeep and astral has many ways to decrease spellcasting cost.
Order give access to bonuses to vassals and xp gain.
And nature allows for more food growth which in combination with feudal allowed me to expand my cities quickly.
The entire build is designed around build large amount of cheap and easy to replace troops.
I often end up disbanding troops because i get to many free units.
Add to this summons and you can pretty much just build an army by just attacking.
Spawnkin also has the milita skill.
Spending mana for an instant tier 1 troop.
Feudal has many hero skills that increase tier 1 troops damage.
And the feudal lords give even more resources.
I wanted to see if have many different affinities had better results then focusing on one or two affinity.
And so far it did.
I too was suprised how well it worked.
See what works and what doesnt.
Shape: Elfkin
Body: Quick Reflexes
Mind: Tenacious
Culture: Dark
Society Trait 1: Mana Addicts
Society trait 2: Runesmiths
First tome: Tome of Roots (and then the Tome of Cryomancy for Poison+Frost anti-angel combo)
The general idea is for the units to heal themselves simply when attacking the enemy. When an enemy is weakened, my units get healing per hit. When I cast a spell, my units get healing per hit. In the middle of the game, I reach the undead, which also get regeneration when attacking the enemy. I get triple healing per hit.
I don't make a triple army stack until the middle of the game, but I play 1 main character + 5 units, 2-3 heroes until the middle of the game, which distributes experience mainly to heroes and by the 30th turn the heroes have 10+ level. I give them 2-hex mass healing abilities and the ability to revive dead units (not as zombies) to each hero. In the army, I keep two heroes-support army commanders and two heroes-fighters. In the middle of the game (turn ~40), I add a reaper and two necromancers to the second army, just in case someone needs to be raised additionally.
When I play against bots, not a single unit dies during the whole game, even when I fight two armies against six.
warrior win a fight, gold win wars