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Wild Walkers - BUILD ALL THE THINGS
Vaulters - The science guys, they worship the stuff
Drakken - Passive-aggressive diplomacy is their style
Ardent Mages - The S&M faction, actually I can't say that here can I?
Broken Lords - In Dust we Trust
Roving Clans - Hey that's our dust!?
Cultists - All the crazy you can fit in one city
Necrophages - You are all dinner
How do you prefer to play?
Do you like money? Like a LOT of money? Play the Roving Clans (or imo play the Broken Lords, no need for that pesky food).
Want to be money snorting armor people? Play the Broken Lords.
Want one crazy big megalopolis that converts lesser beings into raving fanatics? Play the christians Cultists
Want to be forest people that have lots of production? Play the Wild Walkers.
Want to go all Zerg on the enemy's asses? Play the Necrophages.
...I've got nothing for the mages, haven't really played them yet...
Just remember, every faction can win every victory type, it's all about how you play. The main differences are: 1) The units 2) The faction quest 3) The one ability you can never get rid of even when you mdofiy the factions.
Speaking of, imo, most of the base factions have at least one thing in their starting line up that is just BAD, and so unless you are chasing the achievements to win as each faction, I'd highly suggest setting up your own customized as you see fit.
For example, I use the Broken Lords as a base, and then add all three levels of businessman (+10% dust per lvl of bussinessman per city), then I have Dust Efficient (+1 dust on tiles that have dust), and am still working on the rest (currently using +1 on strategic resource)
If you observe yourself taking far away land early on instead of spreading gradually from one region to the next nearby, then they are your go-to faction, imo. Their faction perk allows for your units to teleport from one city to another, making huge jumps across big continets and seas possible.
This makes defense against other factions also a piece of cake in case they only attack one of your city. You can shift all your resources and militia in seconds to this one city.
Their faction ability relies on you getting strategic resources at any cost so you might be even encouraged to skip resource-less regions for those, which is augmented by their ability pretty nice as already elaborated. This makes exploration early on essential, thou.
With longer getting winter they get even stronger, as they produce way more strategic resources in winter time and are still very mobile due to the teleportation system. The strategic resources can then be spend on boosting your units heavily.
Concerning the Drakken:
You'll have a heavy strategic advantage in knowing your enemies locations on the get go, and can plan your expansion accordingly. Also this makes cross-sea diplomacy early on an easy thing.
You'll clash some wars for sure but the huge bonus in influence points you can accumulate with them will give you way more choice over interaction with enemies. I personally like this faction for their interesting diversion in city placement thou. You are encouraged to build your city nearby ruins in order to gain more influence than other factions and therefore make more deals through diplomacy, be it more trades or other stuff like states of war.
The empire plans at your service constantly are great aswell.
Didn't play the Drakken as often yet, somebody else might enlighten you further on them.
This is all I can tell you by now. Haven't played any other factions yet. :)
A small overview might give you the focus videos done by the Studio itself. They recorded one for each faction in the game, explaining their idea, lore and gameplay:
https://www.youtube.com/playlist?list=PLXj4Gg_7ygPZAuUJ6xnfSFdpyZjT6SBK7
Necrophage Guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=316536977
Ardent Mages Guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=338506254
Cultists - All your crazy belong to us!