Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
Playing Vlad, Vampire Coast.
My natural enemy is The Empire.
The enemy I really don't want to fight are the Dwarves because early VC armies suck at taking heavy armor out. Especially High Moral heavy armor backed up by a lot of range.
So I look at Zufbar, Kazak, etc and see who they are fighting. I immediately declare war on those factions which boosts my rep with the Dawi.
The goal now is to keep a positive relation with them while cleaning up my Provinces. This means sending gifts, assassinating Greenskin (their usual enemy). Once I have all of Eastern, Western Sylvania and the province to the north, I lay into the orcs to my east. This gives me tons of rep with the Dawi and usually allows me to get Trading and military access treaties.
We still will end up enemies because my rep will take a huge hit when I start punching out the empire, so you need to have built your provinces into citadels and send them gifts to stay in the green while murdering the empire.
Every game plays out a little different, so it keeps things interesting.
General tips to avoid getting ganged up on:
1. Make friends. Figure out who nearby likes you or could be easily convinced to like you (bribes, killing their enemies etc) and sign NAPs and/or trade deals with them. Check this stuff every turn in the early game, relations can change quite rapidly.
2. Stop pissing people off. Hopefully you're already not declaring war on people with a bunch of allies, but this could easily be expanded to those with really good relations with all their neighbours. Acting against a faction lowers your standings with all factions that like them, so aim to attack the unloved first. Trespassing and agent abilities count, as well as the more obvious stuff like straight out attacking them.
3. Don't bite off more than you can chew. This means you should generally finish off a faction before moving to the next instead of just grabbing a few choice provinces from a load of groups. This also means you shouldn't take more land than you can protect. If you can only protect one province initially then that's fine, raze, sack and raid a neighbour to level up and make cash until you can expand more comfortably. If you have three provinces and one army full of really weak units then you just look like easy and lucrative pickings (because you are!)
4. Don't, uh, pick Morathi. Off the top of my head Tyrion, the Last Defenders and the main Bretonnian faction all have very strong starting positions.
Brets - Sign NAPs and trade with your countrymen while researching to confederate with them. Wipe an orc city early to stop the raids (or farm them for easy XP if you want to turtle for a bit). Consider taking Marienburg's province (The Wasteland) once you have a decent army or two, it's a good earner. Make friends with Reikland/Empire and you only really have to worry about pressure from Norsca in most campaigns.
Tyrion - Make friends with the western side of the island (at least initially), wipe the delfs occupying your province, start conquering counter clockwise one at a time. Remember that you can use influence points to make people like you more.
Last Defenders - Just wreck face tbh.
5. In times of peace it can make sense to fight the enemies of those you want to befriend, even if you have no interest in their land. Once you can spare a decentish army, consider sending it off to bother some distant orcs or rats or w/e, people will love you for it.
6. Generally speaking, attacking 'main' factions is often a bad idea in the early game, they're typically stronger and better liked then the minors. It's also often a good idea to focus on taking over land occupied by your own race first (notable exceptions being wood elves and the dwarves).
It applies more to the first game than this one, in this one I tried tyrion, got wreaked as I explained above and rage quit the game entirely.
Recently I tried the skavens (the easy one) and messed up my priorities (it went bad really quickly after I lost most of my army) and I decided to try to pick a lord based on what I want from it instead of the "difficulty" so I ended up with morathi (I'm not going for her again until I have a better handle at the early game campaign map decisions but her gameplay in battle is pretty much what I wanted).
I'll try the brets or tyrion again since they seem like a good starting point based on the answers so far and I'll put a lot more efforts in the whole diplomacy (I still have the bad habbits from medieval 2 where I played the UK and never bothered with diplomacy, pelting everyone that declared war on me with arrows and artillery but this evidently doesn't work in this game since the AI will try to take advantage of openings a lot more).
Many thanks to everyone for taking some of your time to answer this, especially with many answers pushing the same points but with explanations on why and how.
Add me and PM me for any clarification
And use your heroes if you have any, either for buffing your army or more importantly scout forward. You need intelligence so you can prepare defences.
Heroes are in my opinion the most powerful units in the campaign, and often grossly overlooked.
Turtling doesn't work unless you have good allies and a good position. Krok'gar has a good start, but strategically he's locked into a small area and by the time you've conqured that corner, Clan Mors, the dwarves or orcs, and the various Tomb Kings are going to be big.
High Elves is the most forgiving methinks, and their armies can hold a city quite well.
If you have to turtle as HE, don't stop until you and your allies own your whole island. Conquer full provinces. HE has a bunch of political choices at the beginning, but long-term you want to be friends with Ariel, Thrace, and Shadow Dude (he takes some work) to confederate their lords. There are two-three different factions on the island, so pick whoever is fighting those nations to target (ie: Calendor is an easy bed, as well as the faction that holds the tower of Hoeth).
First moves: Conquer the entirety of your first province. Practice a few starts to get an idea how far you can push an army, where your enemies are going to come from, who is going to go to war with who. Then you can either work through the inside of the island (attacking toward the Tower of Hoeth), or outside toward Calendor or East to help out that faction that usually gets invaded by zombie pirates.
If you fight the same factions the LL factions are fighting, that will give you a good diplomacy boost. The HE factions without named leaders that you ally with (like the eastern coast faction), you can decide to annex them, but I like to let them stand on their own feet as long as possible since their gold goes farther for armies and province development.
Also, if you are HE, something you definitely want to take advantage of is hiring heroes that reduce building costs and building time. If you want to cheese, three of those heroes in a province will make any building build in one turn and very cheap if not free. Granted...you need to make a lot of those political currency to get those heroes, so save up and when dilemnas happen, choose the one that gives the most political currency.
My main concern would be that confederating the brettonian to get the first province put me significantly in the red in income because it gave me 2 extra armies when I could just barely sustain my main army.
Playing armies with mass cavalry requires some learning compared to the "block the incoming melee with your own and pelt them with arrows/spells from the sides".
Things to keep in mind with her...
- Heroes cost half upkeep. Max your # of heroes!
- Be aware stay below, your peasant cap. You can go over, but just 1 peasant over means you lose the 10% upkeep buff. It's not worth it except on very fast campaigns (ie bulking up armies with fodder troops for sieges).
- It seems that you can make infantry armies very quickly indeed! So don't have standing peasant armies. Make them when you need 'em. Remember the upkeep for a unit after 4 turns is more expensive than building new, barring no upkeep bonuses.
- Unlike other factions, you don't have extra upkeep costs for multiple armies. If you really like to do math, it may even pay to have generals in every province with financial buffs. It also means you can scout with armies which lets you check ruins for free, though they're more vulnerable than agents. There are things you can play with there.
- Vows are majorly important...and don't station knights with leaders who don't have the upkeep reduction vow for that tier of knight. Also, you can make a general/hero invulnerable at a relatively low level if you farm vows (siege with an army of paladins, make seaborne hunter-killer groups, etc.
- Confederating isn't a matter of if you can, but if you want to. Even if you confederate and put yourself in the red, you can cook off excess troops in a siege or just delete expensive units. Again, you can build armies fast, so you only need a core of troops, not standing armies unless at war.