Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Mr. Blue Sky May 11, 2020 @ 7:22pm
How to build new bases?
I've gone several hours into a campaign and still don't know what, if any, units create new bases...

Sorry for the basic question
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Showing 1-9 of 9 comments
Mr. Blue Sky May 11, 2020 @ 7:45pm 
I found this in Mecklenberg's guide

"B1. Space Marines (SM)
The SM are only allowed one base - (Space Venice!) - so the above observations on Production and Base Growth are particularly important. The SM have the ability to drop fortified outposts on any visible tile once every 10 turns, which can be a useful situational ability at times."

I'm playing Chaos Space Marines but assume the same goes for them

So now my question has changed: How do I build outposts?
euriska_28 May 11, 2020 @ 7:50pm 
No. Chaos space marines can build multiple bases. The cultists build them :-)
Mr. Blue Sky May 11, 2020 @ 7:50pm 
Ok so Gladius Wiki says:

"When a non-Flyer unit enters a tile containing a special feature, an outpost will instantly be erected and the tile's resource production will be added to the player's. In order to make use of a special feature's percentage boost effect, the tile needs to be acquired by a city. Space Marines, instead of having to acquire the tile, are able to obtain the percentage boost for their city by constructing a Fortress of Redemption on an adjacent tile."

Question has changed again: Fortress of Redemption??
Mr. Blue Sky May 11, 2020 @ 7:51pm 
Originally posted by euriska_28:
No. Chaos space marines can build multiple bases. The cultists build them :-)


Oh!

So if i have enough resources the Cultists will have an action option to start a new city?
Stardustfire May 11, 2020 @ 10:16pm 
Yes, thats one of the advantages of CMs. because they start with 2 cultists they coud build 2 towns in turn 1 if they want. each cultist build a town the same way as you build your first one. for each new Town Buildcosts double (unmodified, some races can change that by research) , and each new city gives every city of you -6 Loyality (unmodified, some races can change that by research)

btw CMs have nothing left equial with SMs exept 3 Units that are nearly the same. guess you never played the TT?
Mr. Blue Sky May 11, 2020 @ 11:47pm 
Originally posted by Stardustfire:
Yes, thats one of the advantages of CMs. because they start with 2 cultists they coud build 2 towns in turn 1 if they want. each cultist build a town the same way as you build your first one. for each new Town Buildcosts double (unmodified, some races can change that by research) , and each new city gives every city of you -6 Loyality (unmodified, some races can change that by research)

btw CMs have nothing left equial with SMs exept 3 Units that are nearly the same. guess you never played the TT?

Naw, never played tabletop

So right from the start your opening units can begin building an extra base?
You don't have to research anything?
I noticed that my Cultists could build some large mirror that acted like a Tesla coil...I take it that's not the 'town' you're meaning?
Jey May 12, 2020 @ 12:45am 
You can't do it "from the start", because you won't have the resource.

To build a city, look at the actions available to cultists. When you hover over them, there should be one who says "build a city", with a cost of Ore and Influence.
That's the one you want.
Mr. Blue Sky May 12, 2020 @ 8:14am 
Originally posted by Iffu:
You can't do it "from the start", because you won't have the resource.

To build a city, look at the actions available to cultists. When you hover over them, there should be one who says "build a city", with a cost of Ore and Influence.
That's the one you want.

Cool. Thanks, man.
Dent May 12, 2020 @ 3:18pm 
Space Marines: Only one city. Drop it in from orbit once at the beginning of the game. Drop in Fortresses of Redemption next to special terrain features to secure them and add their special bonuses (usually +20% to a resource) to the city's output. Bigger city radius.

Imperial Guard: Research and construct the Cult Mechanicus to recruit Techpriests. The Cult Mechanicus comes very early in the tech tree, so take advantage of this.

Tau: Research Builder Drones. Unlike other races, these don't come from recruitment buildings, but are constructed directly from the settlement build menu.

Tyranids: Research and construct the Aedanthropum to breed Malanthropes. Smaller city radius (to encourage city spam).

Necrons: Research Canoptek Spyders and construct them from the Summoning Core (basic recruitment building).

Orks: Research and construct the Mek Bitz Yard to recruit Meks.

Chaos: Cultists (basic combat unit). You start with two and can recruit more from the Cult of Chaos (basic recruitment building).
Last edited by Dent; May 12, 2020 @ 7:33pm
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Date Posted: May 11, 2020 @ 7:22pm
Posts: 9