Conquest of Elysium 4: Difference between revisions
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* Dawn of a New Empire is the most balanced society start. Others will disproportionately favor/disfavor some factions pretty heavily. Fallen Empire is pain. | * Dawn of a New Empire is the most balanced society start. Others will disproportionately favor/disfavor some factions pretty heavily. Fallen Empire is pain. | ||
* Not all factions are created equally. Weaker factions include the Markgraf, Enchanter, and Pale One. | * Not all factions are created equally. Weaker factions include the Markgraf, Enchanter, and Pale One. | ||
* Many factions have magic rituals that use sacrifices/fungi/gems/etc. Don't ignore these, they're usually integral to your faction's playstyle. | * Many factions have magic rituals that use sacrifices/fungi/gems/etc. Don't ignore these, they're usually integral to your faction's playstyle. | ||
* Aside from gold and iron, a site's resources are only visible/collectible if you have a commander that can use them to power rituals. | * Aside from gold and iron, a site's resources are only visible/collectible if you have a commander that can use them to power rituals. | ||
* Don't forget to use trade. Some factions can set it to pick up sacrifices/etc and leave it all game, some benefit from changing their trade admin as the situation warrants. | * Don't forget to use trade. Some factions can set it to pick up sacrifices/etc and leave it all game, some benefit from changing their trade admin as the situation warrants. | ||
* There are several planes of existence but usually only Elysium is relevant to winning. | * There are several planes of existence but usually only Elysium is relevant to winning. | ||
* Occasionally events occur (monument to hades, gate to hell, floating cube) that cause units to spawn and make a mess of everything. The AI is not intelligent enough to do something about this. You'll have to fight your way to the source and end the problem yourself. | |||
* Occasionally events occur (monument to hades, gate to hell, floating cube) that cause aggressively annoying units to spawn and make a mess of everything. The AI is not intelligent enough to do something about this. You'll have to fight your way to the source and end the problem yourself. | |||
* Look up how to turn on autosave and never turn it off. | * Look up how to turn on autosave and never turn it off. | ||
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* Opportunities to recruit commanders are precious, you cannot move your armies without them. | * Opportunities to recruit commanders are precious, you cannot move your armies without them. | ||
* Have redundant commanders so you can temporary split up forces to capture more sites. | * Have redundant commanders so you can temporary split up forces to capture more sites. | ||
* Units may be stealthy or invisible. Use units with scouting abilities where you can, don't leave your commanders exposed, and think twice about suspiciously unguarded sites. | * Units may be stealthy or invisible. Use units with scouting abilities where you can, don't leave your commanders exposed, and think twice about suspiciously unguarded sites. | ||
* When taking independent sites, err on the side of overpowering force. You can always come back with a stronger army later instead of throwing away some of the units you have now. | * When taking independent sites, err on the side of overpowering force. You can always come back with a stronger army later instead of throwing away some of the units you have now. | ||
* Battles play out entirely without your input. All you can control is your force composition and what spells your casters have memorized at the time. | * Battles play out entirely without your input. All you can control is your force composition and what spells your casters have memorized at the time. | ||
* Make sure your ranged lines can hit the enemy when your melee lines meet theirs. If they can't, split off excess units into a smaller force. | * Make sure your ranged lines can hit the enemy when your melee lines meet theirs. If they can't, split off excess units into a smaller force. | ||
* Mages may cause collateral damage. Not the end of the world, but something to avoid when you can. | * Mages may cause collateral damage. Not the end of the world, but something to avoid when you can. | ||
* While in the unit transfer screen you can use hotkeys to select/deselect all slow units (s) and fast units (f). A force is as swift as its slowest unit, and a force comprised entirely of fast units can move one more space per turn. | * While in the unit transfer screen you can use hotkeys to select/deselect all slow units (s) and fast units (f). A force is as swift as its slowest unit, and a force comprised entirely of fast units can move one more space per turn. | ||
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* Voice of El: Excellent first-time faction. Practically plays itself with powerful freespawn that rampages the map. | * Voice of El: Excellent first-time faction. Practically plays itself with powerful freespawn that rampages the map. | ||
* Priest King: Decent first-time faction. You have so many options but you can't really go wrong with any of them. | * Priest King: Decent first-time faction. You have so many options but you can't really go wrong with any of them. | ||
* Baron/Senator: You can't really doomstack. What you can do is spam standard armies all over the map. | * Baron/Senator: You can't really doomstack. What you can do is spam standard armies all over the map. | ||
* Necromancer/Markgraf: Use the twiceborn ritual on an apprentice or two for a commander who recovers sanity lost from raising dead. | * Necromancer/Markgraf: Use the twiceborn ritual on an apprentice or two for a commander who recovers sanity lost from raising dead. | ||
* Bakemono/Demonologist: You have to focus on creating a doomstack, but you're very good at it. | * Bakemono/Demonologist: You have to focus on creating a doomstack, but you're very good at it. | ||
* Witch: Your witch leaders have more poison resistance the higher their tier. Don't accidentally poison them to death before they get immunity. | * Witch: Your witch leaders have more poison resistance the higher their tier. Don't accidentally poison them to death before they get immunity. | ||
* High Priestess: Use your blood feast rituals to give up small longterm gains for massive short-term advantages. | * High Priestess: Use your blood feast rituals to give up small longterm gains for massive short-term advantages. | ||
* Barbarian: Get a Spirit Guide ASAP. They're the key to what little endgame this faction has. You may actually consider conquering the underworld. | * Barbarian: Get a Spirit Guide ASAP. They're the key to what little endgame this faction has. You may actually consider conquering the underworld. | ||
* Druid: Focus on capturing ancient forests and using rituals to enchant them into self-sustaining bastions of power. | * Druid: Focus on capturing ancient forests and using rituals to enchant them into self-sustaining bastions of power. | ||
* Burgmeister/Markgraf: You don't have agile forces and your small units are weak, but you can mass a lot of crossbows. | * Burgmeister/Markgraf: You don't have agile forces and your small units are weak, but you can mass a lot of crossbows. | ||
* Warlock: Small elementals aren't worth using if you have any other options. You want trade badly. | * Warlock: Small elementals aren't worth using if you have any other options. You want trade badly. | ||
* Troll King: Play dirty. Turn forests into troll forests to spread freespawn, use hit and run tactics, use goblins as spell-chaff. | * Troll King: Play dirty. Turn forests into troll forests to spread freespawn, use hit and run tactics, use goblins as spell-chaff. | ||
* Enchanter: Be patient, and use your big site-consuming rituals in your enemies' territory, not your own. | * Enchanter: Be patient, and use your big site-consuming rituals in your enemies' territory, not your own. | ||
* High Cultist: Stick to the coasts. Use rituals to summon units with stronger rituals. | * High Cultist: Stick to the coasts. Use rituals to summon units with stronger rituals. | ||
* Dwarf Queen: Turtle and focus on expanding from mine to mine. Aim for endgame. | * Dwarf Queen: Turtle and focus on expanding from mine to mine. Aim for endgame. | ||
* Illusionist: Spell mirrors deplete themselves a lot faster than illusion mirrors. Illusions have pronounced strengths and weaknesses, play around them. | * Illusionist: Spell mirrors deplete themselves a lot faster than illusion mirrors. Illusions have pronounced strengths and weaknesses, play around them. | ||
* Dryad Queen: Save gold for commanders, you need them to attract freespawn, ferry around forces for micromanagement, and of course, to actually lead your armies. | * Dryad Queen: Save gold for commanders, you need them to attract freespawn, ferry around forces for micromanagement, and of course, to actually lead your armies. | ||
* Pale One: Mod them into a faction that isn't hot garbage. | * Pale One: Mod them into a faction that isn't hot garbage. | ||
[[Category:Games]] |
Latest revision as of 13:17, 15 September 2019
General Advice
- Dawn of a New Empire is the most balanced society start. Others will disproportionately favor/disfavor some factions pretty heavily. Fallen Empire is pain.
- Not all factions are created equally. Weaker factions include the Markgraf, Enchanter, and Pale One.
- Many factions have magic rituals that use sacrifices/fungi/gems/etc. Don't ignore these, they're usually integral to your faction's playstyle.
- Aside from gold and iron, a site's resources are only visible/collectible if you have a commander that can use them to power rituals.
- Don't forget to use trade. Some factions can set it to pick up sacrifices/etc and leave it all game, some benefit from changing their trade admin as the situation warrants.
- There are several planes of existence but usually only Elysium is relevant to winning.
- Occasionally events occur (monument to hades, gate to hell, floating cube) that cause aggressively annoying units to spawn and make a mess of everything. The AI is not intelligent enough to do something about this. You'll have to fight your way to the source and end the problem yourself.
- Look up how to turn on autosave and never turn it off.
Army Advice
- Opportunities to recruit commanders are precious, you cannot move your armies without them.
- Have redundant commanders so you can temporary split up forces to capture more sites.
- Units may be stealthy or invisible. Use units with scouting abilities where you can, don't leave your commanders exposed, and think twice about suspiciously unguarded sites.
- When taking independent sites, err on the side of overpowering force. You can always come back with a stronger army later instead of throwing away some of the units you have now.
- Battles play out entirely without your input. All you can control is your force composition and what spells your casters have memorized at the time.
- Make sure your ranged lines can hit the enemy when your melee lines meet theirs. If they can't, split off excess units into a smaller force.
- Mages may cause collateral damage. Not the end of the world, but something to avoid when you can.
- While in the unit transfer screen you can use hotkeys to select/deselect all slow units (s) and fast units (f). A force is as swift as its slowest unit, and a force comprised entirely of fast units can move one more space per turn.
Brief Faction Blurbs
- Voice of El: Excellent first-time faction. Practically plays itself with powerful freespawn that rampages the map.
- Priest King: Decent first-time faction. You have so many options but you can't really go wrong with any of them.
- Baron/Senator: You can't really doomstack. What you can do is spam standard armies all over the map.
- Necromancer/Markgraf: Use the twiceborn ritual on an apprentice or two for a commander who recovers sanity lost from raising dead.
- Bakemono/Demonologist: You have to focus on creating a doomstack, but you're very good at it.
- Witch: Your witch leaders have more poison resistance the higher their tier. Don't accidentally poison them to death before they get immunity.
- High Priestess: Use your blood feast rituals to give up small longterm gains for massive short-term advantages.
- Barbarian: Get a Spirit Guide ASAP. They're the key to what little endgame this faction has. You may actually consider conquering the underworld.
- Druid: Focus on capturing ancient forests and using rituals to enchant them into self-sustaining bastions of power.
- Burgmeister/Markgraf: You don't have agile forces and your small units are weak, but you can mass a lot of crossbows.
- Warlock: Small elementals aren't worth using if you have any other options. You want trade badly.
- Troll King: Play dirty. Turn forests into troll forests to spread freespawn, use hit and run tactics, use goblins as spell-chaff.
- Enchanter: Be patient, and use your big site-consuming rituals in your enemies' territory, not your own.
- High Cultist: Stick to the coasts. Use rituals to summon units with stronger rituals.
- Dwarf Queen: Turtle and focus on expanding from mine to mine. Aim for endgame.
- Illusionist: Spell mirrors deplete themselves a lot faster than illusion mirrors. Illusions have pronounced strengths and weaknesses, play around them.
- Dryad Queen: Save gold for commanders, you need them to attract freespawn, ferry around forces for micromanagement, and of course, to actually lead your armies.
- Pale One: Mod them into a faction that isn't hot garbage.