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A shame Sean Bean doesn't read the text when you discover them.
what was the drawback really? other ai opponents seemed to not like me for being vampire, but they also didn't like me for taking over poor teddy. it's not the first domination game i've played wherein no one liked me, and it doesn't really matter if i'm just killing them anyway.
Have to wait for my work day to end. Da
So does AI use the pacts well?
Like does it make a visable difference or is it s new feature they can't use right?
About the Sanguine Pact, do you only get the 1 original Vampire Unit, or can you build more of them at one of your cities. I see in @Exemplar (message above) a reference to him having 2 Vampire Units.
It sounds to me like a Trajan (Rome) Sanguine Pact with the early Roads could be pretty powerful. When I want to conquer early, I go with Trajan. I have had games with Trajan, where I have conquered one Civ by around 2000 BC, and a 2nd Civ by close to 1 AD.
I am not quite sure that I understand how to use the Vampire Castle. Does building a Vampire Castle use up the Vampire Unit? If IIRC the info I read last night, the Vampire Castles can only be built on small number to terrain types.
Owls are the most flexible due 2 free policy card slots, increasing your gold income, trade route capacity and enhancing espionage.
Vampires are more war focused and well placed castle can give a lot of food and production.
Voidsingers are quite good for religion and tourism focused gameplay. As well as some interesting interaction with civs like Eleanora (both additional relics and cultists assisting with flipping cities), Menelik (even more income from faith generation) or even Trajan (free obelisks in every city).
Hermetic order is all about placing your districts around ley lines and focusing on great people. If you manage to get a lot of great people then you're fine. Otherwise Hermetic order is most weak imo.