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.
* Safeguard commanders, they are your lifeblood and you cannot move armies without them.
* Have redundant commanders so you can temporary split up forces to capture more sites.
* When taking independent sites, err on the side of overpowering force. You can always come back with a stronger army later.
* 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 clashes with the enemy.
* Mages may cause collateral damage. Not the end of the world, but something to avoid when you can.
* Units may be stealthy or invisible. Use units with scouting abilities where you can, don't leave commanders exposed, and think twice about suspiciously unguarded sites.
* 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.
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* 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 Advice==
==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 so many of them are good.
* 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.
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