Conquest of Elysium 4: Difference between revisions
no edit summary
No edit summary |
No edit summary |
||
Line 3: | Line 3: | ||
* 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. | ||
Line 17: | Line 10: | ||
* Look up how to turn on autosave and never turn it off. | * Look up how to turn on autosave and never turn it off. | ||
==Brief Faction | ==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. | * 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 | * 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. |