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Your main points will come from:
Turns survived - naturally, can't influence that
Research points - naturally, is slightly faster if you just spam events, so trigger a bunch of stuff
Strongest character - rather obvious, by having a small group and racking up xp on you chosen
Best item - will likely come from drops, but I would recommend crafting some super late game item before or right after you finish to increase that some more
Main quest - The whole point is to rush this for a big point spike, so this will give you a ton
Put difficulty up in areas that you don't care about, like reinforcement range or resource rarity but keep it low for stuff that lets you have easy and consistent starts, like starting points.
Honestly If you intend to just play the game, just play it the way you want. If you just wanna get stuff, use a mod. There is little point to force yourself doing something you don't want just to get to a point where you can do whatever you want if you could just do whatever you want to begin with...
I like the feeling of unlocking stuff, and I like trying lots of builds. I may have to decide that the latter is much more important than the former on this game, and use a mod to unlock stuff.
Just by having some starting gods and those you unlock you have access to pretty much any quest/faction line in the game. If anything more points make stuff easier. The real interesting stuff will depend more on which islands you go to, what random characters you get, which main quest path you take and if you go village or nomad. In the end, powerful starting characters are just all the same in that regard, powerful.
I'd just treat them as a nice bonus.
I'd personally suggest to unlock stuff while having fun. I think if you just try to unlock stuff for the sake of it, you'll tire yourself out. Just think of some weird ways to play (achievements suggest some ways, like kids only or a rat chosen) a faction to focus on, or a certain path, like warfare or magic, depending on your god.
But that kind of reduces the game to a chore; you might as well just unlock them all with a mod and actually play for fun.
On Thea 1 you also got points when losing iirc
Well, not for losing, but the points accumulated for other stuff don't go away, which is what I assume you meant.
2.21 points from T3 ship. (pretty easy to do that fast since both leather and wood T3 is on elven island)
2 points from victory.
1 points for every 200 turns survived. You'll get these naturally but the progression rate is far too slow to grind them.
1 point for every 5,000 map tiles un covered. Seriously dont even bother exploring for this purpose. My fully explored medium map had 7,500 tiles uncovered and that took ages to do.
1 point for every 50 advanced points unlocked (research). Also not something you can grind. My 1000 turn game only had 110 advancement points unlocked (altho that was without a town). You might naturally gain 1 at most in a regular game.
1 point for every 2.5% event paths done. Another one that happens naturally. I'd say this one might be another big one tho, as I had 11% done in that 1000 turn game, and I took the same path in most events.
As you can see most of the god point gains are huge grinds that aren't worth doing. I'd advise only going for Ship/Victory with a focus on research and doing events in different ways for anyone that wants to grind Godpoints.
Tho imo its better to just play a few games to have fun and just cheat the god points in between to unlock more stuff. Otherwise it would take way too long to unlock things, and unlike in Thea 1 unlocks arent interesting like God levels were.
For reference: I earned some 16~ish base (before difficulty modifier) godpoints from that 1,000 turn game. Which lasted maybe 20-30 hours. (aka, way too long)
I feel like the overall difficulty is too high and the reward is much lower then before so there's not as much incentive to play on higher %'s.
Getting 2x the points on average would lower the grind by quite a lot. Most of the stuff is from natural gains anyhow, but the problem is that the rate is just too low.
That aside, while trait cards offer more diversity in use if you unlock the domains with a mod, I feel like they aren't as interesting as leveling Gods. Without the domain unlocks the gods even feel more like a limitation rather then a choice for playstyle.