Then, the defenses also protect from other players - including human players - and thus I find them to be a little too strong. First, it's extremely annoying that the mod doesn't lay itself to rest, so you get that annoying processing mods message every turn despite the mod no longer actually doing anything. I've since tried that mod, and it comes with a few caveats. Some are technically survivable or might even help you win, but most of the time, I'll take a look when my last manual save was and if it was too long ago, I rather forfeit the game than dealing with that shit. Same with the apocalyptic events, they usually just want me wanna quit. I realize getting attacked makes thematic sense, but I feel it impacts player enjoyment in the wrong way. So you'd only lose the services of that leader for x turns instead of being attacked by the summon. I think they should throw out the mechanic and replace it with one that would just occupy the leader each turn until there was a successful roll. Be it in the early game with low level summons or in the late game with higher level ones, you often NEED those summons to stay competitive, accepting a summon fail might even cost you the summoning army, and even if it was possible to come back from that, you lose so much valuable time in which the competition can keep snowballing it'll likely drag out the later game and turn it into a slog. Regarding summoning chances, I feel this is one of the worst mechanics in the series.įor me, it basically makes savescumming mandatory. It may sound expensive resource wise, but your resource gain goes up exponentially the more armies you have conquering nodes for you. So with that in mind, it becomes less frustrating if you're trying to build up several armies and if one of them fails a summon but another succeeds, it's OK. For example you basically want your casters / ranged units to be able to do stuff in combat as soon as your melees engage because of how insanely strong magic is. Having a few units who are all in effective rows / positions is more effective in combat than having too many rows of units. There are diminishing returns to having too big of an army anyway and if you think about it the game really does encourage you to spread yourself out. Making a doomstack is quite appealing, but if you lose that one army then you're boned. The trick is to not put all your eggs in one basket. It takes some mental gymnastics to get over it, but once you do I think the experience becomes more enjoyable. I get it, but the obtuse design is done on purpose to screw you over. Alchemists are pretty useless in combat but still get them for the money. Capturing libraries is your top priority - you can upgrade your court mages to very capable wizards and of course grab the neutral wizards too. Use small stacks of cavalry led by lords to expand faster. Don't forget to capture ancient forests to get unicorn knights. Upgrade the hamlets ASAP and use monks to terraform the swamps. You need to be aggressive and grab as many settlements as possible to get more freespawn and overwhelm the enemy with numbers before the mages can fully come online. In a pinch use your free spears as a meatshield or just send them alone as a cruise missile.īaron is all about rushing and snowballing. Ideally you have two rows of knights (and or cavalry) at the front. Pikes are ok but two rows of zweis is probably more reliable and less fiddly. If you have the resources then one row of tower guard and two longbows is better. Late endgame is almost always disappointing : either you must spend hours finishing the last strongholds while you have already won by all means, or you unexpectedly crush the last opponent and win while you were busy exploring the planes or other side activity.Ī single row of longbowmen? You need at least 3 (basic rule for all archers). It's more akin a gigantic tactical sandbox, with many options and secrets to discover, many of them far apart the optimal winning moves. The more I play the more I think winning is not really the aim of the game. You can use the -autosave launch option if needed. The Kobold King I am facing -an AI- looks weak, but annoying to the extreme, with never ending flows of chaff that I can take at 1 to 20. Plus, sea-hopping to cap coastal hamlets is fun and refreshing, if slow, but a nice change from classical territory occupation. ![]() On the other hand, some tier 3 summons are ridiculously overpowered and can take over basically anything not soul-slaying by late mid-game by themselves. Lot of waiting around for stars, risk-taking meaning that you can never be sure when your army will be ready, not much to do between two summonings, many of which are slow. ![]() Still not sure if High Cultist is fun or boring. Going through a High Cultist game, here are some random thoughts :
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