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You have to plan your secondary cities a little more carefully. Try to keep in mind how many population buildings AND loyalty buildings (depending on how many cities you want to have) you are going to need. Oh - and infantry production buildings grant you an extra population limit point - so are basically work for free (eventually).
Once you have the sacred rite that grants you a requisition bonus, that can be a nice little resource boost - although you might prefer combat rites. The research for multiple sacred rites per turn is, in my opinion, pretty essential, by the way. Obviously, if you want to use rites extensively, you should at least have a decent influence production (helpful anyway as you are going to need your heroes - and need them well equipped).
Some factions are easier to play than others.... if you only get 2 techs per level you can get to the "good stuff" faster.
The sisters start with a flame APC once you research the building. That means they are very good at healing with no tech deviations.
In late stages however, they don't have superheavy tanks and they cannot even fix their vehicles and walkers, this makes them very weak......
Try to keep a small surplus of influence gain - this faction's influence abilities are actually decent for their cost, and you kinda want to get to the point of being allowed to use two of them for cheaper every turn asap. Especially the 2 HP for kinda everything combined with the ubiquitous Hospitallers means your vehicles are decently regenerative and the infantry basically bounces right back whenever you can keep them from getting completely destroyed.
As others commented, their lategame becomes a bit meh. Their sattelite cities rule means their economic growth stalls a bit after a while and they do not have super univerally strong high tier units. Their midgame is extremely powerful, though. With cities gaining loyalty as they add spaces, the aforementioned chants becoming more economic and frequent as the game goes on, the relatively short cooldown prayers and the overall decent toughness and high regeneration combine to a very steep power growth towards the midgame, which you then need to capitalize on.
Is Infantry staying in the car heal passively every turn? I genuinely don't know but I used Immolator to absorb damage from overwatch and have dominion jump out to surprise the enemy right after. It's quite useful but a little fragile (tho it's cheap so that's ok) and the fact that I cant repair it meant that I'm going to lose them sooner or later.
Somehow I have to fix my eco problem since even though I have positive K/D I can't sustaIn heavy losses for long. (Enemy tends to oneshot even after all the buff I have so little chance to heal)
Well, you will probably lose Immolators, because they are not that tough ... but you can still heal them normally -you just lack dedicated vehicle healers.
The Sacred Healing Rite can help a little and you could give a support hero the vehicle /fortification repair item (though it's not cheap). Or you could just park them and rest like with every other unit. :)
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