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Most traits have an explanation in the Compendium, ingame. For example the Blast family of trait have their value there.
Graviton damage is equal to
Monofilament multiplies accuracy by 5, then divides it by the movement max of the target (0 movement target counts as 1)
Psychic Power is just a classification. I think aside from the Aegis Harness (which blocks one psychic power every three turns), nothing affects them.
Witchfire does two things:
- It's a specific source of damage, and a few effects specifically reduce it (the Librarian trait, a Canoptek Spyder upgrade, an Astra Militarum's vehicle upgrade...).
- It ignores ranged damage reduction.
Let's say you built your second city. You have probably about 3 buildings (research + production or ore + settler building) and you should have about 5 population on your first city.
This means that you should have roughly -5 loyalty.
Let's assume that you build a loyalty building.
You'll gain 0.6 research from the building, 0.4 resource from the military building (or 0.6 ore from the ore building), 0.4 resource from the settler building, 0.6 from the crane building and 3 from the HQ.
It will take you 6 turns to build and you will pay 2 upkeep.
net gain :
3 resources spread across the board per turn after 6 turns
Let's assume you build a military building.
You'll get 180% speed on it (2 buildings at 90% each) against the 101% you would have with the loyalty. Which honestly can be rounded to "twice as fast".
I have an army twice as big as yours. You lost.
Let's assume you build an eco building.
Net gain :
5.4 resource -1 upkeep = 4.4 resource
And it took me 2 turns fewer to build it, so I have a bonus 10.8 resources for free during those two turns.
I got 1.4 ressource per turn +10.8 resources more than you. My army is bigger/is reinforced for longer. You lost.
Loyalty is a percentage bonus. To be meaningful, it must have a high base to apply on.
I also didn't take in account terrain bonus (which will make a specialized building even more advantageous compared to a loyalty building) nor the fact that among the 3 flat resources you get from the loyalty some can be meaningless early on (You really don't care about +0.6 food early on if you go for full vehicles. +0.6 influence is often useless too)
TL;DR : Don't build loyalty until you have 10 buildings running in your city.
(although the exact condition may vary. Some people advise "after your first pop building", which is slightly earlier than I advise)
You may ask "Ok but later in the game, what do I do?"
After your first loyalty building, you should strive to keep your loyalty above -10. If you don't need urgently a resource/military building, try to keep it above -5 even. The rule of "specialized eco building > loyalty building" remains ;)
Later in the game (when you have ~14-15 resources building on your city), it becomes more interesting to keep loyalty above 0 or even to spam loyalty only (though it's more expensive, at that time pop economy becomes more important than resource economy.)
A discord user made a spreadsheet with data about it :
https://docs.google.com/spreadsheets/d/1usc0U06KNBJTKfI6LvvlSwpRXvAs7A4HUTBRHXBHsWQ/edit?pli=1#gid=0
It's empirical so you kinda have to take their word for it, but 20% for a single boon seems legit to me.