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so intimidating, normal general only need to have one point enough right? cuz that can't Grand total
and rank 1 strategist I must be have 3 points cuz it will Increase the general's influence by 15% (including Intimidating right?)
Confused for a long time, please teach me
btw
so 12 point I will select
strategist 3、Poet 1 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Intimidating 1,Asisiguru Commander 3 make better Generals fit for Field war
That is correct. One point in Intimidating gives the instils fear in enemy. The second point increases repression in the province on the campaign map and doubles the reduction bonus for resistance to invaders in provinces captured.
My choice for General promotion would be
Strategist: 3 points
Infantry Leader: 3 points - (the bonuses for levels 2 and 3 applied to units when stand and fight is enabled are substantial).
Stealthy: 3 points - (the ability to fight night battles is useful if the enemy has many stacks as no reinforcements can come to a night battle, so you only fight one stack)
The other three points are situational.
Intimidating is not worth getting for instils fear. The morale penalty is small, it is significant in the early game because the units have low morale. By the time a General has this skill, the units have such high morale that it is not useful.
Cavalry commander - I have tested and tested but never discovered any benefit from the wedge formation for cavalry.
Poet - A 3% bonus to Bushido research rate has no meaningful effect on the rate of research. I assume you take it for access to Honourable.
Honourable - I would only take this in an emergency. Generals gain enough Honour / Loyalty without wasting skills on this.
wedge formation for cavalry, I have same question, This answer is very useful to me also
that always confused me with the change formation or not
Honourable, General loyalty - my General loyalty often is full , so that is make for Intimidating right.
oftenPoet . lv1 is 3% and lv2 is 9% and lv3 is 12%..so if I think lv2 is Optimal performance!
any way, thank your suggestion
I think I will change become
like that
- Infantry general for regular army
Strategist: 3 points
Infantry Leader: 3 points
Stealthy: 3 points
and Asisiguru Commander: 3 points
- Rider general for steal Enemy general or empty castle and
strategist 3、Poet 2 、cavalry commander 1 、Honoutable 1、Field Attacker 1、 Infantry Leader 1 、 Stealthy 3 (I still have faith in Intimidating . Since reducing morale is low, maybe adding and subtracting night battles will help?)
- Navy general for steal empty castle from sea way ?
strategist 3、admiral 1、Stealthy 3、warrior 1 diehard fight 1 master jwordsman 1、Pirate 2(lazy fight in sea, so I always use auto fight)
3 strategist
3 infantry leader
1 poet
1 religious
1 honorable
3 inspirational
stealthy is nice to 1v1 battles, but inspirational on all your generals will let you field more expensive and/or more numerous armies and they will recover much faster from battles. if your on the offensive the rally boost can be handy too. id use basically the same build for a fleet admiral, just sub out infantry leader for admiral. lowering the cost of those crazy fleets is a priority. they can bankrupt you pretty fast.
Really as long as you have Night Attack and Stand and Fight, you can do whatever you want with the other points. Everything else is fluff. If your general is level 3 or 4 then their troops will be pretty godly, and if they are level 5 or 6 they are basically invincible.
Morale does come into play if you have say a level 3 or 4 general against a level 5 or 6 enemy general. But this is pretty rare. Usually you can just bait them into attacking you in a castle and easily defeat them. If you did this with a level 1 or 2 general you'd probably lose because the enemy troops would have such high morale and attack/defense bonuses.
The first nuggets are as follows:
Instil fear reduces morale of enemy unit that is within the General's radius (see figure) by -4. Having two generals with this trait both approach an enemy unit does not increase the morale penalty.
https://steamcommunity.com/sharedfiles/filedetails/?id=2689413461
Initially a Missionary demoralising an army before a battle, reduces the morale of all units in the enemy army by -1.
When the Missionary reaches level 4, this increases to -2.
At level 7 (level 5 and 2 points in Hellfire and Brimstone; or level 6 and 1 point in Hellfire and Brimstone) it increases to -3.
At level 10 (level 6 and 3 points in Hellfire and Brimstone), it is the maximum value of -4 to the enemy morale.
I assume this will be the same for monks.
Demoralising by the monk stacks with the General's Instil Fear, so enemy units within the General's radius will be subjected to a potential total -8 morale penalty. Not too shabby.
Throw in a warrior monk's warcry for another -4 penalty to up to 4 affected units and the enemy are going to struggle to stand their ground. They break when their adjusted morale hits about -5.
Timed right and in the appropriate place, have the General with the instil fear ability appear on the enemy flank (another -2 morale) or, better yet, charge them in the rear (-6 morale) and a chain rout can be engineered. Even if he just rides along the line without attacking, the enemy are going to have problem with units wavering if not breaking.
I am beginning to think that the instils fear skill, if coupled with a monk skilled in demoralisation, might make for an interesting combo for one army. Problem is, I rarely get a General to level 6 in a campaign I need to go back to putting them on boats to get their experience up.
But there's more than that.
On the battlefield the General gives two more, situational morale buffs.
The General has a 'command' rating for his skills. It is one point for each level of experience up to the maximum of 6 plus any points for zeal he has invested in the attribute. For example, the image below shows a level 4 General with 2 points in the Field Attacker skill, giving him a total command rating of 6 when attacking in a field battle.
https://steamcommunity.com/sharedfiles/filedetails/?id=2689465148
So what?
With a command star rating of 6, he provides a bonus of +8 morale to nearby friendly units. If this General was fighting a defensive battle, he would only have his base command rating of 4. The nearby bonus would then be +7.
I won't tabulate all the values here, but even a captain (non General commander) with a command rating of 0, provides a nearby bonus of +3 morale.
The second battlefield bonus is the General Alive bonus.
This smaller than the nearby bonus and, I think it covers the whole battlefield though I have yet to test this. For the Level 4 General with his Field Attacker bonus giving him a command rating of 6 when attacking in a field battle, this gives a further +4 bonus.
As far as I know, these two bonuses are cumulative. So in the above circumstances, this General would provide a total of 8+4 = +12 to the morale of units within his immediate proximity (General nearby).
It is not the penalty for General died recently (-2 morale for AI, -4 for player !!) that causes the armies to break. It is the loss of these two morale buffs he was providing to the army that causes the break.
The data table states that the fear effect range is 40, compared to the General's aura radius of 75, but when I tested it, it was always the centre of the unit coming within the aura that triggered the frightened by enemy unit message. Perhaps there is a unit (without an aura) that instils fear, though I can't think of one off the top of my head. It may even be a legacy line from a prior game.
I'm afraid I can't comment on FoTS as it's not a game I own. Like you though, I would be surprised if it was different to the base game in this regard.
Also, iirc General Recently Died times out.
I thought that would be the case for the range and our comment saves me having to test it.
General Recently Died does indeed time out after a fairly short time.
"Gone, but not forgot. . . who were we talking about?"
It is then superceded by General Dead penalty of -1 (-2 for the player).
In the event of the principal General in an army dying or fleeing, do you know whether a secondary General (that was with the army not reinforcing it) then assumes his role and provides the General Alive / General Nearby bonuses?
I have only usually had one General in each army as I don't see a benefit to the second, he seems better placed in a reinforcing army that benefits from his skills and gains him experience at three times the rate as he would as a secondary General in an army.
thank your experiment, that 's very helpful to me , and I Suddenly it occurred to me that if there are 150 people army
What is the ratio of morale to demoralization?
For example, if morale is deducted to 0, 149 people will collapse?
btw
There are two generals in a team, and only the high-level generals (status?) will have the effect of membership skills, right?
So the second general may only be able to become a general who walks all the way to the right line of skill tree....I think.
or intimidating 1 and right line of skill tree end 2 total is 12
make it like hero rider to used
The wedge formation is useful on the initial charge. Once you hit the enemy lines, you need to turn off wedge formation for prolonged fighting. This is true in all total war games, after wedge you learn diamond formation.