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The first military lore is bad design, it should just be a passive not a lore. It only helps for early tile clearing and specifically only weak tiles. Completely useless mid-late game and you were forced to waste lore on it.
1 unit limit per building instead of the base 2, needing upgrades for the AoE bonus, only having access to 1 type of military unit are all problematic.
Thralls sound like a great improvement to your economy, but you constantly need to sacrifice them and buy more at an ever increasing cost (if it was a flat rate it would be extremely powerful for economic bonus). 2 slaves for 40? No problem. 2 slaves for 200+ and growing more costly? Major problems.
Sacrificing is another tedious thing to worry about when you have tons of issues like surviving a war that you are worse at then every other faction.
edit:
The sacrificing bonuses are extremely lack luster.
Even wounded ones or dragonkin's You don't wanna use anymore / are at 1hp
After many games trying to get used to them I went back to playing the other clans and I felt so powerful haha.
Dont sacrifice slaves (except mabey 2). Make sure you buy 6 slaves as soon as you can, then the +5 slaves you get from renown will give you 11. This helps the economy a bunch. You can put 3 slaves on every building once you upgrade with lore. Combined with a stone upgrade, this gives 6 units a building, so you wont need as many building to sustain yourself. Focus on defending choke points and make sure to upgrade your units, make relics, etc. The basic idea is to get your units with so much extra defence that you can use their aoe ability to decimate entire armies.
Or just stick with a different clan...
More or less, it is just weird that it was so little done to them after the balance patch (god why did they even buff silos even more for stag?)
Problem is that the slaves don't give any edge over other clans except "jack of all trade but fall behind everyone"
Simple fix would just be remove the silly "when only one unit" and instead make it power based on amount of slaves you have. BAM! now created a new expanding warrior clan that becomes stronger and stronger until they are the "dragon".
I tried several times, there is no good point in this clan. All there lores are far weaker than the generic one. The thralls seems to be an economic boost but finally, if you have a deep look at their cost, their upkeep and the lores they need... It is just no worth...
The dragon aura costs lot of sacrifices, thrall gold price is rapidely tremendeous and as people said here you can of course sacrifice lot of villagers and bet on hapiness, but other clan can also have high hapiness without having to sacrifice all time. The gain of the atlar is ridiculous, equivalent to 1 working guy at begining and 2 working guys at jarl level.
Their units seem powerful but finally they are so expansive in gold, sacrifice, warband that other clans will always have 50 % more units. They are slightly more powerful than warriors or shield at end game but against axes, they are ridiculously unefficient. The AOE and enslave proc rates are very weak. I took enslave in 3 games and never got any thrall from it... Who wants such a lore ???
don't sacrifice thralls until you absolutely need to; villagers respawn quickly anyway, and you'll be a lot stronger in case of blizzard. (also neat: if you see you lack food for blizzard, just sacrifice some dudes, you'll have reduced food consumption and most of them will respawn by summer)
recruitment is a must, especially because sacrificed villagers are even more free than they are anyway.
10+ dragonkin (number variable by patch, i think currently it's 12+) can only be countered by ranged units as dragonkin can one-shot with their AoE. if you run into a tile with 12 dragonkin, it doesn't matter how many soldiers you have, they'll just get shredded. the number of dragonkin is also slightly bigger against ox because their units are tankier. on the other hand, aegir is completely countered by the AoE.
on the current patch, dragons are weak because they can't survive the 802-rush, but in 803 they're ready to defend. that's why they're completely useless in (pre-reset) iron, but were ok in stone still.
the "enslavement in battle" mechanic is a bit weird, but if you have enough thrall-slots left (which normal people don't have because you don't sacrifice thralls), you can "take" enemy civilians or neutrals.
dragons are "weak" in all scenarios they can be attacked early, but if you let a dragon build up, you're dead, similar to ox. ox is a bit stronger in mid-game, but dragon is stronger in late.
it currently needs some more early strengths, but it also needs to be outplayable in late.
and about ranged units countering them "easily": they have increased projectile resistance to somewhat circumvent that. you need a big amount of ranged units for this to actually work.