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Laporkan kesalahan penerjemahan
https://www.youtube.com/watch?v=5k-zAwqPtLE&list=PLenDyZ4g7HoMfvqTJz1OFqyXajQNs0GxR
Well I think the best way to evaluate is to play it myself. But yea, I have already seen that gameplay. It's a five years old video, and the game has been updated since then, BUT he uses the most efficient army setup even on the updated game IMO for overlord. Sadly he is not playing with some key features such as "continue exploring" instead of "exanime it". I wanted to see if anyone else plays anything else but barbarians on Overlord though? IMO the cost of most units of "good karma" will not allow us to play as safely and snowball with other units. And neutral units can not clear first provinces. But I wanted to see if I was wrong and if there were other "quick-clear" options..
Another overlord gameplay video is this (below). He however is wasting too many turns waiting for 2 crossbowmen which will be a problem vs other human players that use 4 barbarians instead. If he were playing on a map with less income, this strategy of his would be really weak, due to crossbowmen cost. He also does not use basic strategies such as "continue exploring".
https://www.youtube.com/watch?v=iDWSym1yroY&list=PLZgbJ7IH6KJbcBdlo-Y5nG-G8BbODxece&index=1
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A big problem with both of these gameplay videos though is they are not faced with 6 unit enemies on their first provinces (I think the game has either been updated since then or its a difference between campaign and skirmish shards). The 2 crossbowmen setup can not beat 6 units. They also don't play with "Fixers of the broken world mod", which is mandatory today. BUT I do know for a fact that a Commander and 4 Barbarians vs 6 enemy units will make sure that you have your first province at turn 3 without losses AND continue to have + in economy even on low income maps, which in turn will allow you to snowball efficiently. I am however trying to see if there's any units that can even come close to barbarians (cost and strength). So far good karma units are too costly and neutral units too weak. Swordsmen are very strong however, if you can afford 3-4.
The game has been updated also in this way, but more like the randomization is more wild. Meaning, you can experience much tougher neighboring provinces guard, or very timid and weak (4 low level units easy to beat, or 6~7 tough high level (5+) leveled units that can crush any starting hero with ease)
So the latest version is best played with the approach (ouch, all sites are tough, all 1st ring provinces guards are tough... restart! )
And yes, Overlord played as GOOD is ridiculously difficult, marginally impossible (especially as I observe a BIAS : enemy/neutral armored units hit by my units: 0-1 DMG, my armored units hit by neutral units: 3~7 DMG... like...WTF) And good units mostly are about the ARMOR, but when the game shuffles the armor calculation against human player, this is a literal death trap. And GOOD units are ridiculously expensive... buying crossbowmen or swordsmen without the resources (wood / metal) will ruin you in an instant.
Neutral units are a bit better, despite they might lack the ARMOR, they have still good HP and can usually move 2 hexes... and they might be lacking the extra HP or ATK (DMG) compared to EVIL units, common, neutrals are still super cheap, so I could apply the old drastic tactics : losing nearly all my units, but winning the fight, and simply replenish them. Honestly, the EXP levels for mundane units is totally overrated. Not saying that level 10 Spearman is not stronger than level 1 Spearmen, but getting a tier 1 unit to level 10 is usually a miracle anyways, so why bother. Strategically: as long as I get new province or new resource, screw my 3-4 units that cost 10 or 20 gold...
And neutral do not push me toward extreme random events choices (too bad or too good) and I can select the options that are more fitting.
Neutrals are by far not the best, but pretty efficient nevertheless. I can use good and evil magic and not give a fok about karma :)
Thank you for the input, I will try to use more neutral cannon fodder units. Maybe that tactic can work as well.
What level is Overlord? I usually play on the 3rd or 4th level because I like the initial assessment for victory or defeat.
Overlord is the highest difficulty. Its a little unbalanced though on overlord ive noticed.
I've not tried it too much, but with plunders scout/warrior can even start with xbows/bowmen, but first ring has to be crazy rich not to go wildly in debt.
With a poor start I would just use cannon fodder like Karol said, barbs/spears/brigands in order of increasing poverty (if barbs work then swords+healer often work anyway). Karma is overrated, it's just a morale bonus/malus (negligible) and a %chance for good/bad events (infrequent and negligible); better to do what helps you to win early, then worry about increasing/dropping it when you're winning.
By the way, barbs are the only starting unit that heals 2 HP per turn by default. They're just too good for their cost imo.
If you intentionally drop mood to minimum and farm rebellions that are higher tier fights than they would be at the lowest population level, then we could start using "exploit".
Commander + all brigands and maybe keep the Slinger - You'll replace them later and brigands are fine albeit likely to die. Takes around 20 turns before brigands end up costing you more money than they are worth. You'll only want to do this if you start on a World of War surrounded by low income provinces. You'll either want shamans later, or you'll 180 and replace the brigands with lawful units later on as you'll still have 3 choices. Since your loot is being pilfered anyway, you can also consider supplementing them with thieves, but I never do this. The point is you pick a Commander because he works well with the world type, but you pick a disposable unit to get you out of the early game financial woes a map generation might give you.
Commander + all barbarians and fire all starting units - The Genesis setup. Not as clear cut good as it is in Genesis, but barbarians cost only slightly more than brigands while being loads better. They should trade well with everything you'll be fighting early on. They do not work well with healers though which means you might be slowed down in your expansion, but they work well with Shamans and Barbarians have more staying power without healing than any of the other tier 1's except Lizardmen. Not worth getting brigands or thieves if you start with barbarians as Barbarians outperform both for only slightly higher price.
Wizard + all brigands and fire all starting units - This is THE expendable "I'm surrounded by swamps" setup. Much prefer this to militiamen in this case. Your wizard will be doing all the heavy lifting of course and you'll only do this if gem income isn't a problem while gold income is a major one.
Wizard + Barbarians and fire all starting units - when you have access to more money and want something a little more permanent rather than just replacing all your starting units with undead.
Wizard + Pikemen and maybe keep the Slinger - When you decide you want a wizard and you have access to either iron or a few high income provinces. Works much better than brigands, but costs much more. Wizards don't really need a high damage unit as much as they simply need something to stop them from being attacked in melee. Still a very risky setup as it's vulnerable to ranged until you get crossbowmen.
Warrior + Crossbowmen and keep the Slinger for a bit - Crossbowmen supplement the warrior well. Later add Swordsmen and healers. Although better gear is more important than better units in this case. Your Warrior can basically come very close to soloing early game content with good gear and certain spells so extra melee units aren't a priority.
Scout + Swordsmen and keep the Slinger for a bit - Rangers want a strong defensive close ranged unit to hold enemies in place, but they want them to also be able to hit decently hard. Parry and high defenses works well for this. Pikemen also work, but it can be less reliable. If you go with Pikemen you'll want to be able to have your Scout play keepaway using terrain to their advantage to force the enemy to waste time attacking the Pikemen.
Scout + Barbarians and fire all starting units - Trade defensive utility and healer synergy for more offense and a more flexible unit overall. Unlike in Genesis, this isn't always better, but Barbarians tend to perform well in every situation.
For the record, unlike in Genesis, I don't think making your starting hero a commander is usually a very optimal strategy with the sole exception of being on a world of war.
Most of the new shard types also hurt commanders disproportionately with the exception of world of rust and world of war. The low income shards and Worlds of Fear in particular.
In Genesis you would use the same strategy every shard because you'll rarely start in a bad situation for it to work. Just pick Commander and start with Barbarians and you'll win each time. Everything else was suboptimal.