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Your beggining area is pretty vital since if you start off in a bad region you could end up rather doomed on resources (losing out entirely on food).
Ironically, ending up in a science/industry area in the artic may actually be pretty good for a starting area (since there is a lack of food in most of those areas).
Generally, oceans, lakes, and rivers, are your best friends (moreso rivers if you play other races though). As getting the initial water techs give a nice boost for dust.
Broken Lords excel with not having to supply food, so their main advantages are having high populations (that don't need to be supplied) and having large cities (as in boroughs) that don't reduce food, since there is no food to reduce (and also since their hero is great at increasing tile worth on dust areas).
The main focus of population is just enough for the borough limit (for Broken Lords, since they must purchase each one specifically), beyond that they are probably a bad economical choice, as your main advantage is not having to supply resources to maintain a population (you want to use your resources to build new things, or armies, since building a large population would have about the same effect as in playing another race, just worse off).
Taking enemy cities is important (as you can generally use their cities better without having a food cost, though no use for their food gains.. so aim to take enemy cities on food lacking terrains when possible), your focus on dust should allow you to specialize and aim for absolutely everything that gives you dust.
Due to the excessive amount of dust you likely will aim for mid/ late game, Heroes, Mercenaries, and the Market in general is your best friend.. you should be more than able to buy whatever you need from there, and if you look at % costs mercs may eventually be better than your normal units simply due to their cheapness point for point (as dust tends to get higher increasements for population or percentage).
Also of note, you will need more empire plans than most of the other empires (as the one that reduces dust buyout you will desperately need, at least at normal speed games... it's practically useless in the fast speed currently). One should keep this in mind before looking for more cities to conquer, if one has cities too fast, you will fall, like any faction (except maybe the vaulters (reduced expansion dissaproval) or the Wild Walkers (extra influence from new buildings), for completely different reasons.
I try not to buy out anything at all in the early-mid game unless I'm under attack or a region will be settled unless I get my settler out there first.
I tend to favor flat Lords rather than tall Lords empires (more cities and less boroughs) because they take less of a hit from expansion disapproval by the time you're actually actively attacking other empires and just buying everything out with your mad dust production.
Influence comments in particular, good advice as from era 2 onwards BL really need two strands at level 2 at least rather than just one. I'm not sure spamming boroughs will produce enough for that, tricky.
Having played with the maths more, the first 20 turns (no +3 dust per pop empire plan) industry is definately better, after that I think it depends. Obviously want to swap to full dust ASAP but the tricky bit is calling when to do it.
One thing I've already noticed is staying out of trouble till Dust Bishops is a really good idea. Normally due to minor factions breeding like rabbits on hard world settings I'd run around madly splatting them all from turn 1. With BL this really isn't smart as I'm spending FAR too much dust healing people.