Age of Wonders II: The Wizard's Throne: Difference between revisions

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- 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. If you intend to use them for spell support then you can let their defense slide some.
* 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. If you intend to use them for spell support then you can let their defense slide some.


- Units get xp based only on the killing blow. If a unit never kills anything, it never gets any xp. Normal units can level up twice, getting a silver and then gold medal on their portrait. Try not to waste xp by having gold-medal troops get killing blows if you can help it.
* Units get xp based only on the killing blow. If a unit never kills anything, it never gets any xp. Normal units can level up twice, getting a silver and then gold medal on their portrait. Try not to waste xp by having gold-medal troops get killing blows if you can help it.


- When choosing your elements, the more elements of a certain type you pick, the more powerful spells in that school you will get access to. Unless you go 100% with one element, you'll never see the most powerful spells of that school. Most of the time the spells are well worth it.
* When choosing your elements, the more elements of a certain type you pick, the more powerful spells in that school you will get access to. Unless you go 100% with one element, you'll never see the most powerful spells of that school. Most of the time the spells are well worth it.


- Explorer is the best perk to start with.
* Explorer is the best perk to start with.


- When choosing which shrine to build in a city, go for the shrine of war or order. War has the best city effect (build troops with silver medals already) and both War and Order give great quest rewards (income blessings, dragon summons, whole-battlefield nukes).
* When choosing which shrine to build in a city, go for the shrine of war or order. War has the best city effect (build troops with silver medals already) and both War and Order give great quest rewards (income blessings, dragon summons, whole-battlefield nukes).


== 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.  
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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.
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Archon cities get bonus research. Archons get lots of holy attacks and holy champion specialties. They are all holy resistant, most of them are holy immune. They have the only unit in the game that can resurrect the dead permanently. When fighting an evil faction they are absolutely lethal, when fighting against neutral or good units, they're just average.
Archon cities get bonus research. Archons get lots of holy attacks and holy champion specialties. They are all holy resistant, most of them are holy immune. They have the only unit in the game that can resurrect the dead permanently. When fighting an evil faction they are absolutely lethal, when fighting against neutral or good units, they're just average.


 
=== 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.