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For example in the 2nd story map of the empires expansion (oasis map) i found desert adaption a pretty useful trait. Certainly worth a single design point if you customize races (i played the map with a feline race that has desert adaption by default)
Except for maybe swamp adaptation because your terraforming spell lets you turn terrain into something every other leader on the map will utterly loathe :P.
Frost adaptation has synergy with the frost tomes, obviously
Desert adaptation is the main one without any obvious utility, under-the-hood you get a 50% chance (I believe?) of summoning phoenixes with the summon greater animal spell which is pretty sweet but also pretty niche.
Underground Adaptation is it's own niche kinda separate from the others.
Overall the adaptation traits are still a bit undertuned, especially with how overcosted the new terraforming spells are.
Underground is terrible because well...underground in this game is terrible.
Swamp is good for ignoring rivers at least.
Yep Swamp is the most useful overall because of Swampwalk, Riverwalk, it's difficult terrain property (Artic and Sand cost 6 Move Points, Swamp 8 like Forests).
So it's a great defensive feature in and around your Kingdom's borders, slowing down attacks from roadless directions while speading up your reaction time.
The other two tomes are really only worth it for Maps with the respective Biome dominating the land. Especially if your planned Tome progression will not unlock terraform spells
But i dislike how they made adaptations in general because changing i zone at a time is just annoying, but there are no hexes on global map to spread your terrain like before :C sector system is what killed climate/adaptation in this game.
First of all, you always start underground. That makes for a great defensive position, as in most cases you can only get attacked through the Cave Entrance. You can prepare it for eventual invasions by putting the Spell Nullifier further away from it. I guess you can make it even worse by putting a defensive special improvement on that province. If you want to be extra protected you can build an outpost with walls and a watch tower + teleporter on the province above the entrance so the enemy has to siege it first or risk being hit in the back / having reinforcements cut off.
You get tunneling immidiately. Normally you would have to spend Imperium on it. Once you cleared all the earth in your starting area, you normally have a much richer capital than everyone else. In every game I had, my starting location had something like 4 gold, 3 stone, a couple of mana nodes and 1 or 2 strategic resources + a wonder basically next to your capital so you can have all of them by turn 10 without even having to build +1 to max range. If an enemy comes with several stacks while you are outnumbered? Put your strong stack on the cave entrance and they will only be able to fight you 1 stack at the time.
Playing against another human, attacking someone who has a capital underground is a nightmare as you have no idea what to expect, your movement and seeing range is reduced and you can be marching to your doom.
In short, Underground Adaptation is the strongest 1 point trait by far and can be stronger than many 2 or even 3 point traits.