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I like the Mushroom people, because of their cool looking Naga unit and how the race is portrayed in the game.
I like the Vaulters, because of the Music and the story which connects to Endless Space 2.
The Forgotten, though, seriously beats everyone else for being the most satisfying faction to win a science victory with. Just saving up enough money to buy out three endless techs in one turn is ooooh!
No? I can buy out technologies with the forgotten faction. But I can't give the buyout ability to a drakken faction.
- Fairly easy Quest Line with good rewards.
- Starting Hero both a good Governer and General
- Necrophages Hero Skill Slavery works for converted villages,
- With a lot of Villages you can really fine tune Assimilation bonusses.
- Cities you conquer are destroyed for stock piles.
( I honestly think the people who like this faction the least play them wrong )
Edit: Due to this post I started playing Cultist, have 8 Gauran Villages around me!)
SCORE
Also really enjoy playing:
- Vaulters / Mezari
- Ardent Mages
Factions I like the least:
- Necrophages
- The Forgotten (Only early game before you get your Dust going)
Broken Lords are very relaxing to play. I have a tendency to simply wallpaper my regions with Districts (which usually aids in getting my Industry up), and the Broken Lords are able to do that extremely easily since they flat out buy population, instead of growing it. However, the problem I usually run into is that Dust Bishops don't do all that much damage, and Stalwarts are extremely vulnerable to both kiting and "scratch" damage.
Yeah... I don't understand the Cultists at all. I like the level 3 District thing, but I find the conversion mechanic to be tedious to manage. I also really despise their native unit compliment, forcing reliance on a combination of Conversion Cannon Fodder and Assimilated units.
Roving Clans are also very hit-or-miss for me. Sometimes I have a great game with them where I feel totally empowered and able to do whatever. Other times I can barely get a leg up. Not being able to declare War is really frustrating at times.
You said you like Industry you should LOVE the Cultists.
Slavery counts per converted village.
So you hire a Necrophage Hero (with Slavery obviously)
for when you hit mid game and have about 30 villages.
Giving 40 industry per worker, you'll also have about 60 workers.
Combine that with Titan Bones + your city tiles + Industry Stock Piles from conquering ...
When you are not building anything, you move your workers to food.
40.000 Food per turn is no problem for the Cultists either during the Endgame.
Also the way I play the Cultist is "very peaceful"
The trick is to make peace with your neighbors. At peace they won't attack your villages.
And put EVERY worker for as much as possible into Influence.
You'll get your FIDSI from tiles from converted villages.
If you feel you are getting behind in science, just trade some technologies.
Midgame when you want more villages.
Use Privateers (the neutral mercenaries), they can be crappy units, because they don't have to fight, the only thing they have to do is Siege the cities from your "friends" you are at peace with.
You keep your main army next to them (They can even help out with Siege, must be a bug)
And when the AI attacks your crappy Privateer army, your main wrecking ball army will be in the refinforcement list.
(Your main army won't reinforce when you attack with Privateers)
When the city has no defenders, you destroy it with your Privateers.
Convert the Villages in that region with your main army.
Get a TON of stock piles.
Without any diplomatic penalty
(although the AI says cities sieged during war, but you weren't at war)
The AI will resettle the area, but since you are at Peace, your converted villages are safe.
Rince and Repeat, and before you know it you have half the map converted.
So you rotate your Necrophage Hero with your Cultist Hero in the Capital whatever your goal at that point is.
Also just sell all the units that spawn in your villages, maybe except for one that can pick up nearby pearls and ruins when the season hits.
I think no other faction can snowball as fast as the Cultist can.
Edit:
Also at the start you would want to level your 3/3 +1 Fidsi per worker from the Cultist Hero. Since you need Influence and that's the only way early game to boost it properly =)
Works also well to have +3 Industry for when you want to grab a Legendary building.
Their buildings and units are gorgeous and their design is very unique among the fantasy genre
Gameplay wise: Morgawr
They are truly masterminds. They can skip a lot of the techs stuff since they don't need to build a lot of the buildings you usually have to build. They pretty much rule the ocean uncontested. They can destroy other factions without even going to war simply by making use of the Blackspot and Catspawn ability. And to top it off their heroes are the second best spies in the game.
.. because they are the only faction that can actually heal units fast enough. Every other faction is bottlenecked HARD by unit healing in the late game, where I can make a fullstack every turn but it takes 8 turns to heal my heroes up after each fight.
Dust is also just so versitile, I love being able to explode my economy in every direction at once and start marching on the world. Plus, it's the only way to pickup extra heroes.
I won my first game with these guys and I completely rolled over the entire map... any time I called upon a fully stacked unit from a village and send them to wipe out a smaller faction, I got excited and pumped!!! I tried them a couple of times in MP and if it wasn't for time constraints, I was well on my way in repeating another extermination.
Plus I love the art!
Their spies are the best in the game and it's fun to sabotage people just because I feel like it.
The buying of tech really helps get you off the ground in the early game. Starting in a desert biome ensures you can even beat out the ardent mages and the vaulters to the second and even the third era tech.
And most of all I feel like they have the best intro and the best soundtrack. I actually play their theme on a loop in the background when I play as them.
My second favorite are the Cultists. They may not be the strongest faction but they feel unique. Weak fighters, strongest governors and an interesting play style.
Uhh.. what difficulty are you playing on. Forgotten science output completely blows compared to -every- other faction. Buying tech sucks. It's their biggest weakness.
Makes bullying the AI for their tech even more important, and yet it's harder because their military kind of sucks. BL are just so much better than them lol.
Forgotten have one huge powerspike and that's the all heroes experience on spying tech. Their whole playstyle evolves around the rediculous gains you get from that.
Aesthetically they look awesome, I also love their intro and theme.
The volcanic tiles also look amazing but when I'm most other factions the lack of food makes colonizing them less than appatizing unless I plan on blowing a bunch of money on buyouts early. If anything I use them as Urkan parking lots. But the Kapaku love the volcanic terrain.
Oh and giant armies of spammable golems? Awesome. Feels kind of like the swarms you can get going with Cultist of Mograwr.
And their special golem camp technology lets you maximize every region you colonize with a mini city. Really great when you settled an era but couldnt take full advantage of all the best tiles.
Plus terraforming! It feels amazing to drop those little volcano bombs down. Especially on a captured city.
Also not getting burned by the otherwise obnoxious lava rivers is nice...