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So glade runners or zephyr archers are a straight upgrade to dusk hunters and the only reason to continue building dusk hunters would ba a build that specifically tries to wirk with t1 (tome of the horde buffs + mighty neek from tome of beacon or something like that)
Some culture unit don't need to be replaced with higher tier tome units - Arbalest units are very strong t1 units particularly if using a racial mounts and right unit enchantments.
Any way back on topic -summons particularly elemental units are quite cost effective options for early high elemental damage and get better when/if evolved. lots of early units have high defence and lower resistance values.
The high culture with animal units is not optimal -you can make it work as has lots of low cost fighters and shock units which are useful for unit diversity- add the faithful enchantment for ultra cheap upkeep.
High culture has better options like using the rally of lieges mechanic for good wonder units or other summons.
Rally's are generally a lot better with a wonder capture strategy than with vassals. High tier wonders have better units. ( fairy unit are probably the best bronze tier wonder unit for high as they are good support/battlemage units and can use the awakened/ strengthen buff with the high unit enchantments)
Vassals are strong for economic reasons with order empires traits but for recruiting at rallies wonder units are better( unless you need a full stack right now) you kind have to go all in for a rally strategy or just dip in for the extra odd unit. For high culture released cities as bound vassals can be really useful economically.
Back to summons for high -zealots are a useful early tool for high to fill out additional stacks so you can fight more things earlier. (also use gold for upkeep) light bringers are mind controlling battle mage summons, even a couple can be quite disruptive.
For animal strategies -feudal, dark or primal cultures with something like pack tactics trait or additional mounted units is the way to go- taking advantage of faster or mobile physically based units, the aim is to stack damage buffs + use the additional mobility to flank/ move around quickly.
( Tip- the province improvement from tome of beasts allows you to build/draft low level animals which use gold for upkeep)
For example try feudal units, animals and chaplains- ( stand together + pack tactics+ bless) + add animal kingship transformation. buffs from wild speakers. its pretty powerful combo for a pure animal damage build. ( if using pack tactics rite of guardian spirit is great)
I find that animal units are mostly cheap strong -mobile damage units with additional mobility and tricks ( status effects - unit with pack tactics buff-spiders with jump and web.)
I have run entire dark culture spider mounted -spider recruiting underground empire which was fun and reasonably competitive.
Undead High culture with shadow tomes is also surprisingly doable.
I would recommend try to playing around with a mystic culture for your next play through with a focus on astral tomes using a mix of astral / elemental summons ( storm or stone) + unit enchantments.
Try going about 50/50 in terms of stack composition -Between culture units and and summons - use the arcane guard unit to sunder resistances. (also watchers are great units)
You might be pleasantly surprised how good magical origin units are in a dedicated build.
long story short: stacking tons of minor transformations might not be the most fun, but certainly the most efficient way to play. high culture is great for this, because it offers +1 range on archers, distraction on support units and even more survivability for the shield units +some on-hit damage on top, but it works basically on any other culture as well.
the exemplar (formerly known as eagle rider before eagles became a mount option) is a racial shield unit. it comes pretty late (order t4) and it's a t4 unit so it's quite expensive.
iron golems and stone spirtis are very decent tank units even though they don't get the race transformations. bronze golems are also quite tough. many of the really powerful buffs for tanks are enchantments (keepers mark for example) so they also affect units that aren't of your race.
i personally prefer to stick to phantasm warriors or generic racial shield units. phantasm warrior counts (for whatever reason) as a racial unit, so it benefits from transformations. its also cheap to summon and can be replaced everywhere, so it can be replaced on the way.