Warhammer 40,000: Gladius - Relics of War

From Before I Play
Revision as of 09:35, 29 November 2024 by Ahobday (talk | contribs) (Created page with "* You can't send a lone scout off into the void and expect it to survive long. The neutral units are merciless and usually much stronger than your starting units. Keep your forces together, scout in force, and always be ready to retreat. * Spend a minute looking through your tech tree, as every faction's Settler-equivalent has a different name. Generally you do not start with the ability to make them; you first need to research the building that constructs them. Most se...")
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  • You can't send a lone scout off into the void and expect it to survive long. The neutral units are merciless and usually much stronger than your starting units. Keep your forces together, scout in force, and always be ready to retreat.
  • Spend a minute looking through your tech tree, as every faction's Settler-equivalent has a different name. Generally you do not start with the ability to make them; you first need to research the building that constructs them. Most settler units have other functions, too: clearing forests, repairing vehicles, building fortifications, etc. Performing these tasks does not consume the unit; founding a city does.
  • Each type of production building in your city has its own queue. You start with the ability to make buildings. Once you build your barracks equivalent, you can train infantry, while continuing to make more buildings. You can build additional copies of each production building, which multiply the speed at which that production line works, i.e. three vehicle factories will churn out tanks in 1/3rd the usual time. However, every unit costs resources to train and maintain, so if you're constantly making new units, you will also need to constantly expand your resource production.
  • There's a hotkey to show tile yield modifiers, I think it's Ctrl-Z, will check later. Anyway, it's useful when placing cities, especially your first.
  • Every faction has an optional quest, which will win you the game if you get to the end of it. These are wildly different, and sometimes cause gigantic neutral armies to spawn in the middle of the map, so proceed with caution.
  • There's an inconspicuous tile dotted about the map, the Jokaero Encampment, that allows your heroes to buy equipment using Influence.
  • Cities cannot expand over cliffs, they need to go around, so don't found a city next to a cliff unless you've got a really good reason. Also, there's an option to make cliffs and other barriers show up as thick orange lines on the map, would recommend.
  • All resources are shared between cities. Your cities don't all have to feed themselves; if your empire makes enough food, then you're fine.
  • At the start of the game, cities can only expand to the first ring of tiles. Further expansions are gated behind technology. Some factions can reach further than others.
  • Most factions have a unit or hero that can heal infantry or fix vehicles, it can really improve the uptime of your key units.
  • You are going to take losses.