Age of Wonders II: The Wizard's Throne: Difference between revisions
Age of Wonders II: The Wizard's Throne (view source)
Revision as of 21:57, 28 July 2012
, 28 July 2012no edit summary
(Created page with "- Heroes are not quite as powerful as in Age of Wonders 1, but are still extremely good. Focus on Defense first to keep them alive. Resistance is nice, but not super necessary. I...") |
No edit summary |
||
Line 10: | Line 10: | ||
== Cities == | == Cities == | ||
NEUTRAL | |||
'''NEUTRAL''' | |||
Neutral civs are good to start as because you can add units of other factions easily without them being more than slightly grumpy about your alignment. | Neutral civs are good to start as because you can add units of other factions easily without them being more than slightly grumpy about your alignment. | ||
Line 23: | Line 25: | ||
Frostling cities get bonus mana. Frostling units are pretty universally awful, Yetis are the only unit that can take a punch, and their ultimate unit is embarrassingly bad. At least their scout cavalry isn't slowed by forests. | Frostling cities get bonus mana. Frostling units are pretty universally awful, Yetis are the only unit that can take a punch, and their ultimate unit is embarrassingly bad. At least their scout cavalry isn't slowed by forests. | ||
GOOD | '''GOOD''' | ||
Elf cities get bonus mana. Elves are awesome, they get the best tier 1 archer, a tier 2 mind control unit, and all their units are lightning fast, immune to forest terrain penalties, and heavily resistant to magic attacks. Their ultimate is a little lackluster, but the game probably won't last that long if you're playing elves right. | Elf cities get bonus mana. Elves are awesome, they get the best tier 1 archer, a tier 2 mind control unit, and all their units are lightning fast, immune to forest terrain penalties, and heavily resistant to magic attacks. Their ultimate is a little lackluster, but the game probably won't last that long if you're playing elves right. | ||
Line 36: | Line 38: | ||
EVIL | '''EVIL''' | ||
Goblin cities get bonus population growth. Goblins are the Halflings of Team Evil. They are slow, weak, frail, and overreliant on their poison attacks to even the odds. Their units are all cave comfortable, which can be nice. If you pick goblins, pray you don't have to fight the poison-resistant cave-dominating dwarves, or you won't be able to rely on your few advantages. | Goblin cities get bonus population growth. Goblins are the Halflings of Team Evil. They are slow, weak, frail, and overreliant on their poison attacks to even the odds. Their units are all cave comfortable, which can be nice. If you pick goblins, pray you don't have to fight the poison-resistant cave-dominating dwarves, or you won't be able to rely on your few advantages. |