Drop Duchy

Drop Duchy

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Any tips on playing Order?
I seem to have trouble generating the crusaders neeeded for expeditions.
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My main advice is to just go for military buildings and only military buildings (or any combination that gives you more soldiers). The other factions might require you to balance economy and military. For the Order, your excess military (crusaders) is your economy.

The faction's starting building also give you a good baseline of crusader income (the one that requires bordering multiple different types of terrain).
Originally posted by Kaysoky:
My main advice is to just go for military buildings and only military buildings (or any combination that gives you more soldiers). The other factions might require you to balance economy and military. For the Order, your excess military (crusaders) is your economy.

The faction's starting building also give you a good baseline of crusader income (the one that requires bordering multiple different types of terrain).

You need multiple types of terrain with the krak de chevaliers? As I understood it, it would only count the smallest connecting terrain? So that you had to cover it with a single type.
I mean the other starting building (I forget if you need to complete a quest or two before you get that one though).
Originally posted by Kaysoky:
I mean the other starting building (I forget if you need to complete a quest or two before you get that one though).
But did i read krak de chevaliers right? Only one type of terrain around it?
Yes, it's better to keep only one type of terrain, it makes things easier
Originally posted by Kaysoky:
My main advice is to just go for military buildings and only military buildings (or any combination that gives you more soldiers). The other factions might require you to balance economy and military. For the Order, your excess military (crusaders) is your economy.

The faction's starting building also give you a good baseline of crusader income (the one that requires bordering multiple different types of terrain).

Doing better now, thank you.
Completed Order 12/12 on normal difficulty. Interesting faction, but my least fav so far.
Sure, you get two new mechanics to juggle, spare defenders turned into crusaders and the faith mechanic.
But crusaders also gets used to buy new slots for units beside being expended on the expedition screen. It becomes a bit too many windows to jump back and forth between as you try to keep a track of if you can afford buying something or not.
Ignore the faction buildings getting rid of them as you fill up the other slots and have to many buildings. Maximize all religious buildings that grant faith (you will get crusaders from the excess soldiers and various buildings can give you resources; I suggest one of each until you max out) and one blacksmith to park next to the religious building that gives you soldiers; you really want a cathedral too in act 3, earlier better. Don't spend a single crusader on anything until every building slot is bought. Once all have been bought, spend them on nothing but buying starting religion increases. Never buy an expedition nor more health (well unless you plan to MH cheese but I'm assuming not in this conversation) unless on the final boss in act 3 and you have delta of crusaders you can't spend on religion. You want at least ONE dispensary (to heal) and the techs that give religion and gold for every health gained once full on health.

You should be ablet to easily max out all level 3 buildings and techs by the end of Act 2 with that strategy and it wins even on extreme / level 10 accession.

Once again, the faction buildings are worthless, just go all religion. Use your rerolls to get a dispensary as your first building to get you through the early health lose given it takes time to build up your troops via religion.
Originally posted by Lord_Eol:
Ignore the faction buildings getting rid of them as you fill up the other slots and have to many buildings. Maximize all religious buildings that grant faith (you will get crusaders from the excess soldiers and various buildings can give you resources; I suggest one of each until you max out) and one blacksmith to park next to the religious building that gives you soldiers; you really want a cathedral too in act 3, earlier better. Don't spend a single crusader on anything until every building slot is bought. Once all have been bought, spend them on nothing but buying starting religion increases. Never buy an expedition nor more health (well unless you plan to MH cheese but I'm assuming not in this conversation) unless on the final boss in act 3 and you have delta of crusaders you can't spend on religion. You want at least ONE dispensary (to heal) and the techs that give religion and gold for every health gained once full on health.

You should be ablet to easily max out all level 3 buildings and techs by the end of Act 2 with that strategy and it wins even on extreme / level 10 accession.

Once again, the faction buildings are worthless, just go all religion. Use your rerolls to get a dispensary as your first building to get you through the early health lose given it takes time to build up your troops via religion.
What other faction buildings is worthless? Refering to the republic?
I meant "once again" more as reinforcing what I said in the first paragraph, I wasn't referring to the other factions.

Though since you brought it up, all the duchy, order, and north faction card buildings are worthless outside act 1 or any of the difficulties above normal. The duchy you switch them out of fast as possible for nobles, the order for religion, and the north/tribe for, well anything else though in the case of the latter, their free buildings are great.

That isn't to say you can't "make them work", especially on lower difficulties but if you are struggling to win with them, then need to ditch the faction buildings. About the only exception I will make in that list is the North's boathouse as it works great on a all river build of nothing but boathouses and fluvial guards.

Also I'm talking buildings, not tech. Lot of the factions have useful faction tech.

The faction Tribe and Republic buildings are generally solid.
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