Fuck if this had at least AoW level turn based combat and more unique units per faction I'd buy it in an instant. These two things are really putting me off cause I'm a huge combatfag when it comes to these games.
The fewer number of racial units is supposed to encourage you to assimilate the minor factions, which also can influence your choices. You may not want the empire bonus a minor faction gives but you may really want the unit it provides since it fits in well with your racials.
I was unable to declare war (and I wouldnt win this with my weak army) so I chose a better way I quickly arranged alliance between me and the broken lords, gave them a ton of strategic resources and started pumping dust into them. Lucky for me, broken lords are all about dust so they quickly recovered from no army at all (literally, they had nothing) into multiple stacks. They slowly started to fight back and take back their territories. All the while I sat back and pulled the strings from my comfy scarab capital, getting fat dough each turn. Life is good
Actually, Wild Walker heroes with at least one level in innate food bonus are superior midgame on. At that point food and science are the only relevant resources from FIDSI with industry and influence being semi-relevant (you need some, but there's not much to spend it on) and dust being mostly irrelevant. Food allows you to grow cities infinitely even when you construct all currently available buildings in a city. The real advantage of Wild Walker heroes is their industry bonus and excellent faction skill tree layout allowing them to get production going quickly in any city and leveling up quickly thanks to the city having high production. This way they build up their innate food bonus. There is one Wild Walker hero with level 3 industry and level 2 food innate bonuses, that's pretty much overpowered IMO.Pretty sure the Cultists have the best 'mayor' leader on account of only havingone leaderone city. He has seriously strong leadership bonuses for running a town. IMO, Cult leaders should be completely unavailable on the mercenary market, both for gameplay and lore reasons.
All the race-quest writing is worth reading. EL's got really great fluff.So after beaten a Broken Lords campaign, now I am trying out the Cultists, and man, I really fucking like their lore and their unorthodox play style with their super HQ.
You should read the Main Quest text as you progress through it, it's how a guy tried to fight off the Cultists and got his legs broken and tossed in a hole until the Cult pulled him out and made him recite an oath, and how he despises the cowardice of his own people, then over time as you complete the quests he ends up sympathizing with the Cult.
In most cities I have that half the game. Build new buildings in 1 or 2 turns then wait for the next research enabling buildings. But when the city grows population quickly you can spam districts. That's why you want food. Dust can buy you couple of buildings, but you're usually limited by strategic resources anyway and they are expensive and limited on the global market and in faction trade. Buying them with dust is is inefficient.There can't be too much industry. You can always convert some of it to stockpiles of food. And even without it, I virtually never had a moment where I had nothing to build.
I can't say I could not put money to good use too. Dust can kickstart new cities, but heroes and buy resources to make books for heroes.
They are bound to hero names. Heroes with the same names always have the same innate skills. You can have multiple heroes with the same name in one game too.Also I think that starting bonuses on heroes, such as Boost of Effectiveness to something, are random.
I'm about hundred hours in, playing on Immortal and considering Endless, since there's hardly any challenge. The problem is, the AI doesn't get any better, it just does the same dumb shit multiplied by huge bonuses.I played Normal so far. And not that much.
I swap citizens when needed, but I never need to TBH. Once you have 60 pop and the whole province covered you don't really care. Sure you always want more research, but expanding the city through pop + districts increases science output as well.Yes, stockpiles look quite inefficient :/
About not having anything to build... Well, you have to research things faster to have stuff to build. Also, have you tried to build units for sale? And moving people around from industry to research or food?
The 1.5 extra resource (IIRC it's strategic only) is really good, but they don't have any other useful skills. The got + dust on rivers, + dust on dust tiles and multiplicative dust bonus plus they can only have dust bonus innate ability. IMO this is not worth it unless you have real trouble with strategics and don't have access to Sillics or you're playing Broken Lords obv.About governors - besides cultists and treehuggers, lords are fine too. Especially in resource-rich regions. I did not catch, though, if they give bonus to strategic resources, luxuries or both.
Worst governors are those that don't have nice path to winter immunity.
Broken Lord heroes excel at cities near river/sea. Especially the ones with 3rd level "Dust Efficiency " trait.
60 pop in one city?! What race and turn is this? I considered 15 pop city at ~150 turn a megapolis. Looks like I really need concentrate on food more.Once you have 60 pop and the whole province covered you don't really care.
Broken Lord heroes excel at cities near river/sea. Especially the ones with 3rd level "Dust Efficiency " trait.
They excel in Broken Lords early games when + 7 dust on rivers and + 3 on terrain with dust is huge. Later on I think you can get more out of Roving Clans heroes. And for non-Broken Lord games dust is of little use.