Drop Duchy

Drop Duchy

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Republic has such a hard start
compare to Duchy where i had a lot of fun picking up the game and clearing without too much thinking game in normal then hard, i feel Republic start is sooo tight i have to reload starting area over and over to get blessed by rng, looking for fluvial fight map as not fighting would mean the boss get too strong, and then reloading if i don't get fluvial military from the get go

I think i'm in a negative loop and I should just play it out, but something is off still, when i rethink of such a fluid and relaxing time i had with Duchy in comparisson
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Showing 1-12 of 12 comments
yeah republic is clearly the least consistent of the three. But I guess that's what you pay for starting with an insanely broken late game engine - level 10 belroy is basically winning on the spot.
I tried breaking the negative loop and went on, back with the forest build, had moderte success until 2nd boss, alot of weighted choices to be made on what and when upgrading stuff. wrong sequencing and it's game over.

maybe the experience could be soften a bit for the early game in cost of some late game potency
I don't even get what the Belroy does. It doesn't seem as if it does anything at all, except generating some additional ressources.
Originally posted by ErzPaladin:
I don't even get what the Belroy does. It doesn't seem as if it does anything at all, except generating some additional ressources.
If you upgrade it multiple times you can get quite a big army from it.
Originally posted by Larc1n:
I tried breaking the negative loop and went on, back with the forest build, had moderte success until 2nd boss, alot of weighted choices to be made on what and when upgrading stuff. wrong sequencing and it's game over.

maybe the experience could be soften a bit for the early game in cost of some late game potency
It is kind of weird that Republic can literally have zero troops for a while if you don't get a military card in the first couple of picks. And combat in Act 1 sometimes don't have river at all, which makes the river option hard to take at level 3 even though it might be the best one.

As for the Act II boss, it's hard to beat it relying purely on belroy. If you have other good military cards, you might even want to ditch the entire belroy package for that fight. But the good news is once you get past that Act III should be a freebie.
Originally posted by Spectrespec:
Originally posted by Larc1n:
I tried breaking the negative loop and went on, back with the forest build, had moderte success until 2nd boss, alot of weighted choices to be made on what and when upgrading stuff. wrong sequencing and it's game over.

maybe the experience could be soften a bit for the early game in cost of some late game potency
It is kind of weird that Republic can literally have zero troops for a while if you don't get a military card in the first couple of picks. And combat in Act 1 sometimes don't have river at all, which makes the river option hard to take at level 3 even though it might be the best one.

https://steamcommunity.com/sharedfiles/filedetails/?id=3479342212

My first fight on Republic in easy mode: I had only a Hunter's Lodge and the River Castle and that was my second try. On my first one I could only choose between Tech Card or River Castle.
Originally posted by ErzPaladin:
I don't even get what the Belroy does. It doesn't seem as if it does anything at all, except generating some additional ressources.
Try to prioritize your downtown to make large neighbourhoods and then the Belfry will be a strong card for sure.

I struggled with the Republic and I think some locked cards really change how adaptable this faction is.
Originally posted by Spectrespec:
Originally posted by Larc1n:
I tried breaking the negative loop and went on, back with the forest build, had moderte success until 2nd boss, alot of weighted choices to be made on what and when upgrading stuff. wrong sequencing and it's game over.

maybe the experience could be soften a bit for the early game in cost of some late game potency
It is kind of weird that Republic can literally have zero troops for a while if you don't get a military card in the first couple of picks. And combat in Act 1 sometimes don't have river at all, which makes the river option hard to take at level 3 even though it might be the best one.

As for the Act II boss, it's hard to beat it relying purely on belroy. If you have other good military cards, you might even want to ditch the entire belroy package for that fight. But the good news is once you get past that Act III should be a freebie.


followed your advice and only kept my military part, almost didn't made it but it's a win !
https://steamcommunity.com/sharedfiles/filedetails/?id=3479377825
Originally posted by ErzPaladin:
I don't even get what the Belroy does. It doesn't seem as if it does anything at all, except generating some additional ressources.

Do you still need advice or do you already know it?
Originally posted by lembos-hauser:
Originally posted by ErzPaladin:
I don't even get what the Belroy does. It doesn't seem as if it does anything at all, except generating some additional ressources.

Do you still need advice or do you already know it?

In the beginning I didn't get that the Belroy can be upraded in different directions, cause within the encyclopedia you can normally see all the upgrades on normal buildings and see what they are doing.
That however isn't the case for the Belroy. Maybe later idk, but not atm.

And on base rank the Belroy doesn't do much. With the first upgrade I understood now that the Belroy has also an upgrade-option which allows upgrading it into a combat-building.
And thaaat... seems to be the idea behind the Republic-Campaign.

So yes, that problem is solved. However, I'm already so demotivated with that game that I already lost the interest in continuing this campaign. But thx
Originally posted by ErzPaladin:
Originally posted by lembos-hauser:

Do you still need advice or do you already know it?

In the beginning I didn't get that the Belroy can be upraded in different directions, cause within the encyclopedia you can normally see all the upgrades on normal buildings and see what they are doing.
That however isn't the case for the Belroy. Maybe later idk, but not atm.

And on base rank the Belroy doesn't do much. With the first upgrade I understood now that the Belroy has also an upgrade-option which allows upgrading it into a combat-building.
And thaaat... seems to be the idea behind the Republic-Campaign.

So yes, that problem is solved. However, I'm already so demotivated with that game that I already lost the interest in continuing this campaign. But thx

It is more like a situational game. Play it here and then. For me it's not a game for hours and weeks aswell. But I really like it. And I like the idea that you really need to just try and error different tactics and won't get predigested every single step of every single mechanic.
So, I tried the Republic after unlocking it. And man... this is mathematically broken until you get a few of their quests done. Made about 30 attempts at act 1, difficulty normal, and just from the card drops it was impossible to get enough troops to not die to the boss.

I read they are the strongest faction, but the early game is not hard - it is completely RNG dependent as it seems and relies heavily on passive buffs to keep you alive due to missing synergies with the cards that you can draft.

After this testing, I'm kinda fatigued with this game, too. And I think that if you have a faction, that urges testing need in people (and I see on forums, I'm not alone on this), then maybe the faction is just unbalanced and should have not been released as is.
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