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You can unlock the Adventurer's Guild under Breon's Letters, one of the research options in the Magic research tree. That gives an additional 1 XP per turn for units in a city. You can only build 1 Adventurer's Guild, so choose a city that has good logistics to move your heroes where they need to go, or one near wherever you think your mid-game or late-game front lines will be.
I forgot to come back and update this post with that test. I suppose I will leave one in longer and see if it matters.
Thanks for the feedback all.
Units in cities ONLY get xp when they defend in an actual battle, or if there is a building in that city that EXPLICITLY gives XP while stationed.
Or mods, lol.
I skip that level-up unless I have a specific city with really bad unrest that I need to start producing stuff faster.
I would never make my sovereign a Commander, but...
If I play with henchmen or sions, they pretty much all go Commander for the economy traits (unrest, research, gold).
I always go commander with any hero that doesn't hasn't picked a class yet.
The Unrest reduction is pretty much always number 1 for me, trying to get the faction wide unrest as fast as possible. It lets me produce and research faster and faster, and spam cities very quickly.
My sovereign is going to be mage or warrior, but almost everyone else is going Commander. Since my "death stack" is going to be Sovereign with non-hero units so I'm not splitting experience, and common units can handle anything other that the real end-game terrors that the "death stack" is going after, so I don't need other combat heroes/henchmen/sions unless I'm just bored and trying something different.
At least, that's how I play unless I'm roleplaying or doing a challenge of some sort.
it can be difficult getting sustainable mana to cast it enough to get a lot of unit leveled up, especially if you sovereign is a mage and needs the mana to solo battles so you don't need to worry about wages.
I try and use that to help level up Commanders since they're not getting combat experience other than maybe a level or two. I try and get them to Level 8 (?) for the faction-wide unrest. Or if you're impatient, you can use the cheat code to level someone up.
If you can get Fortress cities with good growth you can just use them for the unrest reduction, but it can take a while for that and I prefer to have few Fortress with 1 for units building, rest for unrest reduction. I want some Towns for food and gold. But I mostly build Conclaves for research and mana. If I have 10 cities, my usually mix is usually something like 6 Conclaves, 2 Towns, 2 Fortress... depending on circumstances. I may go more or less on any of those depending on my needs and the map. Ultimately, I want unrest to be 0 by mid-game, so either more Commanders or more Fortresses.
Obviously the Commander strategy I mentioned above probably wouldn't work in a multi-player game where you need to clear the map super fast before other humans do. But since this is a single player game and the AI will let you clear the map, I'm fine with just my sovereign handling things and my other champions mainly there to boost my economy.
You can play it however you want, though... you can play and win with a lot of wildly different strategies.
I did not know that forts have an unrest reduction function. Interesting tip.
Thanks again.
I LOVE high essence cities for my Fortress cities. Having 3 essence allows you to have spells that buff all trained units. (as long as you have the various spells to cast on the city)
Bascially essence is ALWAYS good. Even if for no other reason than fast growth. (sovereigns call spell, IIRC)
Early game when I have few spells, I usually start with meditation to build up mana quick, the one that gives you gold is also great early game.