Showing all 491 replies.
>>
>>
>>
>>2154626
Super early game skellies aren't great, but once you have a basic souls economy rolling they become pretty spammable. The only limits are huw much mana you've got for upkeep and how many souls you want to save up for lategame shenanigans. But the best thing about skelies is how you can replenish them on the go without needing to waste time and mana on summoning spells. Once you get some good enchants on them (like Mighty Meek) they become quite good troops. And most likely the skellies you raise are not going to be of your own race because you're raising enemy corpses, so if you're going for a full skelly spam build that means you can pretty much ignore transformations until you get Wightborn.
>>
>>
>>
>>2154626
didn't like at all
the fact they tried to implement that stupid faggot gay ass gender thingie and make it functional over THE KARMA SYSTEM, which is not working at all, is proof of their hate towards what the previous titles and the game itself
they also destroyed the concept of race and relationships, instead of making one race, lets say elves, and only making them to have a path of accession or transformation into an unique higher race for them, they did it for everyone. making transformation pretty much just another bland spell... SOULLESS
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: Alfred Covers 3.jpg (507.1 KB)
I am miffed that some mods are only on the paradox plaza, because of Steam bullshit and some mods are only on the Steam Workshop because of people being lazy.
How do I manage with shit like that?
>>
>>
>>
>>2156524
I'd say the system in AoW4 is more SOVL because it enables you to do a lot of RP stuff. Its only gay and stupid when you are dealing with min/maxers who take whatever tomes and transformations are the most powerful or busted.
>>
>>
>>
>>
>>2255205
People just make a thread when they want to bitch or there's new content coming
The real general if anything, I'd say is on /civ4x/ on /vg/. I noticed the AoW4 posting there increased a fair bit once the actually active thread on /vst/ died
The free weekend was probably also a reason
>>
>>
File: 1526730993473.jpg (290.9 KB)
>>2257676
In general, two things you do in this game are acquire resources to get bigger/better units to acquire more resources.
So at the start of the game you want your starting army with your faction leader to go fight those little independent armies sitting on top of resource points. This gives you lebensraum, your leader experience, and your city an injection of whatever resource that point represented. You want to reinforce your starting army with units recruited from your city or summoned, a lot of tier 1 tomes start you off with a summon able unit. Ideally, you take fight after fight with either few losses, or enough healing in between so that there's no downtime, you're constantly beating up independents and collecting more stuff.
You'll get to recruit a second hero like 10 turns in. Make sure to give them an army too and go kill more independents.
Pay attention to the what province improvements are 'boosters' for city buildings, which cut the construction time and cost in half. The game wants you to have a 'balance' of provinces, but you can change these later. Being able to construct buildings quickly is another part of the snowball.
You start the game with only 1 city, but a city cap of 3. You should try to settle your next 2 cities as soon as you can, your second hero can help with that. More cities = more resources to feed your army.
>>
>>
>>
>>2258217
I would say feudal and barbarian are the most newbie friendly cultures. Oathsworn aren't exactly complicated but they require you to play in certain ways to maximize their bonus' which can be quite limiting when you are exploring the game.
>>
>>
>>
>>2258217
Any of the base game cultures should work just fine, honestly. Personally I learned the game with Mystics. The DLC cultures all have some quirks which make them not ideal for learning.
The more important thing IMO would be to pick one affinity and go all in on that. The base game tomes for each individual affinity are generally designed to synergize with each other and make a well rounded build, and having a lot of one affinity means you'll be able to reach the good nodes on the empire tree faster and gives you a good chance of succeeding affinity checks.
>>
>>
>>
>>
>>
>>
>>2272472
Dragon claws and eldritch orbs are pretty rare, so the item forge is your best way to upgrade your dragon or ES. Also applies if you want a specific kind of normal weapon like a greatsword or a magelock. Sometimes you also just get shit rolls for loot and you have like ten bows and zero ranged heroes. With the item forge being moved down to requiring only the tower base, you could also potentially give your ruler a tier IV weapon super early on in the game, though it requires you to have found some high level shit to disenchant. Otherwise, you can craft trinkets with useful effects without having to rely on finding them, like umbral malady immunity on umbral abyss maps, or siege master for your main siege armies.
>>
>>
>>
>>2280182
i don't even know what that is becuase planetfall was so offputting in aesthetics that i skipped it, but i think what the possibly-related thing the game is missing is actual campaigns like what aow1 had
>>
>>
>>
>>
>>2156524
OG Triumph development team left after the Paradox acquisition while Planetfall was half done, which is why that game feels off.
4 is almost exclusively new devices or shitter interns now in higher positions despite having a severe lack of knowledge of the Creator Engine, which is why features and functions from previous games are straight up depreciated, because they don't even know how to do it.
Topping it all off, they are quoted saying that they do not focus on the strategic aspect of the game, instead ai.ing for casual approachability, aka barby dressup.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2313082
Well, the red dragons are draconian-supreme tier critters, so the orcs needed something different.
Why it had to be jabba the hut, no idea, but they're surprisingly strong when they insta-gobble enemy units.
>>
>>
>>
>>2315027
My guess is that they thought that dragonmen were more awesome than lizardmen, and in-universe then said that Nimue killed all the lizards because she's a fickle bitch.
But now thanks to AoW 4, you can have multidimensional lizards back.
>>
>>
>>
Is there a way to make my games slower paced? I feel like my gripe with strategy games is that the optimal way to play is just rushing to the endgame asap but that's boring and I want a comfy map painting experience with elves and giants and shit.
>>
>>
AoW 1 finally clicked after trying several times to get into the series only to get filtered.
I had to stop playing because I kept ending up going to bed at 5 AM when I had to work shifts starting at 9 AM the same morning but it was great.
I kinda hate myself for cheesing AI with walls though, in 2 turns I turn every city into something I'll never lose.
Played half the campaign with the default Cult of Storms protag until I learned they're not a real character in the story and that creating your own character is more fun, re-rolled with some broken Death/ Air crap and my dude can solo most stuff after mission 3.
Music is great, atmosphere is great, writing is pretty neat and from what I've seen AoW2 seems to be better in every way sans plot.
>>
>>
>>
>>2317496
You could turn down the research and income rates I guess, but really unless you're playing online or on very hard you can play super slowly and suboptimally and still win games just fine, especially if you disable score victory. Low tier units are also in a really good place right now in general.
It's easy to look at the in-game player rankings and feel like you're being outpaced by the AI and that you can't keep up, but in reality those rankings are completely arbitrary and meaningless.
>>
What difficulty do you guys plan on? I'm dipping my toes into Brutal, and I admit I'm getting filtered. Just got my throne city to T2, meanwhile nearby infestations and resource nodes are already sending out T4 and T5 units.
>>
>>
>>
>>2320964
They are back though
It just took all this fucking time until the 4th game to do so
It's not much of an accomplishment since it's trying to fulfill every fantasy trope you wanna do
But it was still cool that lizardmen ended up being 3rd most played race for the 2yr anniversary mark, so clear faves that the devs catered and listened to
>>
>>
>>2322781
I like them as melee units. I've never liked melee heroes much because I feel like it's too easy to get focused down if you overextend even slightly, but the built in self heal helps a lot. Getting the self heal+ strengthened with only two points invested is also really good, the other melee classes take a lot of skill point invest to get anything really meaningful, I feel.
I'm not as fond of them as a support unit. I feel like it takes too long to generate fervor for the support side of the tree.
>>
>>
>>2323510
I don't really like using heroes to tank since they're already high priority targets and they're expensive to replace unless you can get resurgence on them, but you could probably pull it off pretty well if you can kit them out well. Mainly I just use them as a more survivable warrior.
>>
>>
>>
>>
>>2324274
Sometimes it feels like infestations prefer to attack you over AI players that are closer, but it could just feel that way because you don't receive an alert or have any reason to notice when infestations attack AI players, which they definitely do.
I know AI players also like to build outposts right on the edge of your domain to try to box you in, but I've never really paid attention to whether they do it to others too.
>>
>>
>>2322781
only reason i use one is because an ascended hero has that ascension trait that triggers regen on the entire battle with every support ability and battlesaint has a lot of instant cast support abilities
i don't think there's any reason to use a battlesaint as it is, a pure class devoted to whatever it is you're doing is going to do it better
>>
>>
>>2326512
Not only that, imo their selection of T4s is pretty weak. Mirror mimics in particular are downright pathetic, the game even considers 2 of them with backup to be bronze ancient wonder material.
I do think that's exactly it though. Astral gets a lot of good stuff in their tomes and they have arguably the best empire tree with unarguably the best capstone, so the lack of strong high tier units isn't really a significant problem.
>>
>>
>>
>>
>>
>>2326533
>>2326512
especially since nothing forces you to play pure astral
>>2326610
spellblade for breath+physical attack spam or warrior for killing momentum, either way go full chaos for your dragon upgrades since it has the most critical hit increases, start with tail swipe and then get other shit, your goal is to do a lot of damage
load up your race with damage bonuses since the dragon will inherit them
you can go either reclaimer and equipment hoarder for big economy bonuses, or you can replace one of those two with vision of ruin
if you make it until late game your strongest spell will be call forth avatar of chaos, in the tier 5 chaos tome, all it does is summon your leader into a battle, but that means that in the late game you can win a battle which is theoretically something like two tier 1 units on your side and 18 tier 3+ units on the other
>>
>>
>>
>>
>>
>>
https://www.youtube.com/watch?v=LHWAVZVRxWA
>Paradox 2025 highlights.
>AoW4 mentioned 7 minutes in as a "newly established franchise" with growing player numbers.
>They hope to continue support for a long time, typically 10 or more years.
How do we feel about 10 more years of Paradox DLC?
>>
File: 20260129174948_1.jpg (702.0 KB)
>>2330285
I used to get visual glitches in the title boxes of certain windows in the strategic map, but that seems to have been fixed. I do get really bad flickering in the launcher though. Temps seem normal for running a videogame.
>>2330466
I like the game and all, but 10 years of DLC seems pretty excessive. I think the way Triumph handles the DLC, with free updates being released alongside them, is pretty good, but potential newcomers just see a giant wall of DLC that costs 5x as much as the game itself and get put off by it.
>>
>>
>>
>>
>>
>>
>>
>>
>>2332974
Obviously but that's the problem, since ONLY your ruler can do those things now. It doesn't matter how many armies you have roaming the map, you can only lay siege to one city at a time and ancient wonders can only be cleared if your ruler is personally there to do it. Summoned units, as well, can only be summoned around cities or heroes, which means you can't reinforce a heroless army out in the field with a summon unless your ruler happens to be nearby.
>>
>>
>>
>>
>>
>>
>>
>>
>>2334580
If you like undead, this and Archon prophecies is a must have. Otherwise, nah. Season 2 and 3 have been less hype than the Season 1 dlcs. Desert niggas and Spellforce city isn't as cool as Dragons and tanks
>>
>>2339658
I like the rabbits, but at the same time I'm getting a bit tired of them just adding more and more animal people. I get that they're limited in their design space by needing humanoid bodies for the animations and shit to work, but I'd rather see more stuff like the Ogres and Syrons than yet another furry race.
>>
File: 1582154909387.png (50.8 KB)
>>2339658
>they're actually adding rabbits
Nice. I've wanted rabbits since the very beginning but I never thought they'd actually do it, especially after they said they didn't want to do any more furries in Archon Prophecy.
>>2339784
The problem is always that furries are simply really easy to design as fantasy races, both in appearance and personality. AoW4 also has a unique situation in that the other most common type of fantasy race, the "human, but", is either largely covered by transformations or already represented in the game. The oni style ogres are cool, but things like that are generally a lot harder to come up with than "animal person".
>>
File: Doro dorotos slap.gif (116.9 KB)
>No culture rework
Kinda expected it but I'd really like the remaining cultures that haven't been reworked to get something. Mechanically high/barbarian are good but kinda bland.
>>
>>2339936
The cultures most in need of a rework right now (at least balance-wise) are Reavers and Primal IMO. I'd argue Primal is currently the worst culture in the game. They those are both DLC cultures, so I'm not sure if they're even on the list at the moment. You're right that Barbarian and High could still use a rework in terms of flavor and mechanical depth (and so could Industrious for that matter), but at least they're not as overtly lame as pre-rework Feudal and Dark.
>>
>>
>>
>>2339658
>bunnies
>jackalope horns even
Probably the one furry race I'd make more than one faction of. Every other fucking furry other than molemen I hate. Tiger men get a pass since they were previously in the lore at least
If I can't make convincing Mimiga I'll just settle to make Big Chunguses
>>
>>
>>2340339
Looking at the Beta patch notes, Primal did actually get some pretty substantial buffs it seems
>Quest reward buffs you whole army instead of just your Avatar
>Everybody gets a free terrain shifting spell at start of game now
>Primal Communion works on Mythic Units (all cultures get this)
>Only need three stacks to trigger Primal Fury instead of 5
>Shield guy gets a straight Heal 30 ability not tied to Primal Fury
>disengaging shot can go over obstacles, lol
>Charger gets a move buff and gains two stacks per attack
>Animist is finally unfucked, summon doesn't require Fury and starts with a one turn cooldown, heal now consumes fury instead of granting it but has a shorter cooldown
Is it enough? I don't know, but it's a good start.
>>
>>
File: 1750105214739412.jpg (130.9 KB)
>>2340905
Earthshape should've always been a thing for primal. Those primal temples are too rng.
Blowgun unit still sucks. It needs a status effect on attack like marked, weaken or sundered defense so it could be a good combo unit with the rest of the army.
Protector heal for some reason doesn't have a cooldown or limited, so guess I'd have to playtest it to see what the catch is. Animist is okay, once per battle for the summon is a bit disappointing since it also still vanishes after 3 turns.
>>
>>2340905
Though that said, it's overshadowed by the huge defense/resist overhaul in this patch, which basically qualifies all attacks as either physical or magic and then directs them to the appropriate defense stat to check against.
On paper this is probably a nerf to mixed damage channels like Primal Fury since you're not going to bypass defense with the elemental damage. But it impacts so many other things across the game that it's hard to gauge how it will shake out.
>>
>>2340943
Yeah Blowguns have always been ass after like the first 15 turns because their damage sucks too hard for them to scale and they offer no unique utility.
> Animist is okay, once per battle for the summon is a bit disappointing since it also still vanishes after 3 turns.
Yeah it's kinda lame but it's still a powerful ability that you no longer have to cheese to get any utility out of. One summon for every priest on the field is nice, especially in early game battles.
>>
File: hexoatl-stegadon-training-v0-gadufw7s58pd1.jpg (84.8 KB)
Also, thank goodness for xp rework. Evolve builds are very feast or famine if you don't get your battles, especially on High world threat and brutal Ai midgame empires. There's value in holding up your pets in the garrison till they evolve. Also, Aow3 exalted ranks are back! Lets fucking go!
Chaos reworks to push Magma Spirit and Balor down a tome tier are necessary. No reason a t3 unit should be at a t4 tome.
Defense and Resistance rework is fine. The latter is no longer the king stat in endgame.
I had a hankering for Ash sabertooth primal Chaos/Materium Fire playthrough again, so this beta is a kino time to play it.
>>
>all units now have the same map speed
Ech. I get the their reasoning for this since it does make slower units more attractive, but it also sounds like dumbing down the game and removing mechanical flavor for questionable balance reasons.
>>
>>2340943
>Protector heal for some reason doesn't have a cooldown or limited, so guess I'd have to playtest it
Just tried it, you can use it every turn, so yeah it's overpowered and likely not making it to live without a cooldown
>>
>>2340896
I can elaborate more
I forgot about frogs since I didn't count them, scalie or whatever? Same with lizards. I did make a fun frog civ once and would again. Everquest opened the idea up to me as a kid. Lizardmen cruise by with a free pass since they were one of my favorites in AoW1 and thus pre-established.
The molemen in 4 just looked goofy to me, silly enough I made a challenge run based on that stupid ass Adult Swim show Saul of the Molemen I was also exposed to as a kid. Creating the most alien society of molemen I could come up with, amoral deep Dark dwellers, I created a wizard king named Saul to act as a moral man and educate them to greatness
I think I ended up making them wightborn and gave them something like Faetouched so they ended up looking really fucking spooky with glowing eyes in those skull faces
Now I'm thinking to myself a single line I will eventually make a faction around, Frogloks with Magelocks
>>
>>
>>
>>
>>2347887
Dwarf leaders and heroes start with 1 extra damage, Cave Crawling and Mountaineering skills which together cost 20 skill points (2 whole levels) while Halflings get nothing extra over them. They have mostly the same race relations too. So why pick Halfling?
>>
>>
>>
Thoughts on the new content?
Nomads sound interesting, but I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes. Also I feel like actually depleting resources in a game where resources don't normally deplete is likely to make them public enemy number one in every game.
The Astral Barrens sounds like a special layer of hell designed specifically for mystic culture enjoyers.
>>
>I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes.
like seemingly every other faction trait, this again depends on your map gen settings
>>
>>
>>2352741
So nomads are fantasy quiarians where everyone will shoot on sight if they get near their planets
>deplete resources
>move to someone who still has them
>steal/deplete their resources too
>"why does everyone hate us?"
Yeah they would be one of the new culture that would be more benefital to kill on sight before they damage your own economy
>>
>>2352741
>but I do wonder how well having to pack up and move every so often will work for them, since between free cities and other empires it already feels like you don't have a lot of elbow room sometimes. Also I feel like actually depleting resources in a game where resources don't normally deplete is likely to make them public enemy number one in every game.
is there a game where this isn't a dumb gimmick. You are wasting turns on moving around instead of expanding your cities. Endless Legend tried this same nomad faction gimmick and it sucked and so did Ogres in TWW3
>>
>>
>>2353931
Putting aside the question of how well it'll work in practice, I think it's a neat idea at least. Supposedly they're designed to work with less and smaller cities so there'll be less pressure to expand in the traditional way.
>>
>>
>>
>>
>>
>>
>>
>>
>>2358920
After 10 turns of owning a resource node (you can pay imp to speed it up), you "overharvest" it, destroying the node and gaining its per turn resource income in that city permanently. The province isn't otherwise affected and still provides resources from whatever province improvement you put there. You can also rebuild destroyed resource nodes for 500 mana.
Honestly it seems like the only thing preventing you from planting your ass down in one spot and playing them like any other culture (aside from the -1 base city cap and slower growth rate) is the fact that it's presumably more lucrative in the long run to go around the map sucking up resource nodes. I haven't gotten very far in my game as them though so my experience is limited.
Also I don't know whether it's because of the defense overhaul, their units being shit, or the fact that I chose to play on the realm of undeath, but I feel like I've been having a lot of trouble in early fights when I don't normally.
>>
>>2358661
Nomads are the new best race for a making a perfect dragon ruler I guess. Momentum is a more consistent damage gain than vicious strike from barbarian. I still need to actually make one though. Or maybe I could finally try a giant warrior or something that behaves similarly to a dragon.
The fractured map attribute is kind of hilarious. It's like regenerating infestations except it gets triggered by strategic spell casting and causes other problems as well. I bet if you use both that and regenerating infestations on high world threat you could just call it an apocalypse survival mode.
>>
>>
>>
>>
>>
>>
>>
>>2359229
3 is peak, but it's a competitive 1v1 game and will eventually get stale fighting against bots.
4 is fantasy Civ made for diplomacy heavy free-for-alls and roleplaying your custom factions. Arguably does Civ better than Civ7 too. Is much better now than when it was new.
>>
Have they buffed or improved beast summoning themed factions? I remember trying it out back when they first released the tomes with the evolution stuff but finding it pretty whelming unless you went full dragons or exploited the old spider AoE.
>>
>>2359698
nah, mystic summoners are worse than ever to the point where there's no point in playing them anymore so summoning is more of an anyone can do it equally sort of thing now
i guess it's still good for quickly getting up house armies with aristocracy
>>
>play Conquerors nomads
>struggle to get my city online but park it outside enemy city
>hold enemy forces in their city while I raid every province then posses every one
>build every building possible in a single turn and make 4 new stacks
I can't believe Triumph managed to make tall playstyle fun, and also make the moving city gimmick fun
But I'm having trouble understanding momentum. When the Dustweaver for Nomads casts Weave Momentum it says that it grants Empowering Momentum, but when I hover over the unit I cast it on, it says that they have a Momentum stack without needing to move 3 hexes, so why does the unit receive momentum without moving?
>>
>>
>>
>>2359967
Weave Momentum gives Momentum without you having to move, that's the point. It saying it gives Empowering Momentum is a bug/oversight since there would be no point in it giving the innate faction buff that all your units already have.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: AOW4_2026_03_13_00_23.jpg (1.6 MB)
Its probably not every bodies thing but the Dwarf mining settlement is a fun faction to play when you just want to wind down and play. I went with chariot mounts cause they're kinda minecart ish. And im going to limit myself to only outposts on the surface, no settling even just to raze resources.
>>2360759
Usually when its troop related thats down to faction transformations. Its annoying how some of them change hair color. It should only make sense for the major stuff.
>>2360429
That would be cool. A "Dug too deep" type of thing. I guess it could be a underground version of the umbral layer.
>>
>>
>>
I don't know how to feel about nomad scavengers. It's fun going around sucking up resources and the game does seem like it encourages you to play with fewer cities with the way ancient wonder essences work (the resources they give scale with the amount of normal essences that city has), but with so few cities knowledge income is a serious problem. Also if you set up on someone's borders you can give them so many grievances that it's basically impossible to declare war on them without it being completely unjustified and nuking your imp income, even with the free grievances you would get from an ally inviting you to declare war on them. Magic victory seems like the most obvious path outside of military victory (expansion and score are going to be basically impossible I think), but again your knowledge income means you're going to have trouble getting your tier 5 tome for the magic victory spell. I feel like you really need to bring your A game when it comes to clearing wonders early so you can get those stacking bonuses online asap.
Also I'm not impressed with their looted power mechanic. Since it requires you to kill someone to get a stack, you essentially only get the power boost from it after it would have been helpful to have. Actually grabbing the loot stack is also an issue since you have to move onto their body to get it and if you just killed them you probably don't have any AP left.
>>
>>
>>2361029
>you essentially only get the power boost from it after it would have been helpful to have
90% of newer mechanics are like this, look at fucking fervor for example
combat is completely dependant on alpha striking but they keep giving us that stacking shit as if three turns from now the battle won't already be long lost
>>
>>
>>2361372
I haven't played a lot of battlesaint, but in my brief time with it I didnt find fervor to be that bad. You can choose when to use it, it doesn't require full stacks to work, and it's primarily a heal, so it usually becomes useful later on in a battle. With the upgrade that gives a stack of fervor every time you take damage, you can potentially get it to max stacks in one turn. Also, unlike looted power, it can be used while the thing you're fighting is still alive. Loot does give you a heal if you pick it up directly, so theoretically it would be useful for that at least, but I found a lot of times by the time someone who needed healing was actually in a position where they could pick up a loot stack the battle was already over.
Actually generating the stack is also just part one of the problem with looted power. You still need to use at least 1 AP to actually pick it up, and can typically only do it on the turn after you kill. They tried to mitigate the loss of AP with the damage bonus on first strike ability, but only your dunerider and strider get that and even then you're still losing damage.
>>
>>
>>
>>
>>
>>2361577
I like it overall. Nomad play style is pretty fun, though conquerors seem significantly stronger than scavengers. Haven't played too much with the new tomes, but the scorpion from the tier 3 tome is pretty good, and the siege project that makes razing/migrating take 1 less turn from the same tome is also really nice. Also rabbits.
>>
>>2361577
I haven't played previous AOW but it kind of feels like Barbarian, Primal and Nomad all try to occupy the same design-space based on roster alone and that Barbarian is just better for the most part. But the tomes are cool and it's interesting how much Conqueror incentivizes parking your base next to your enemy's territory. I wish that with Primal they added an option to be a Legendary Beast animal as ruler for a less magic focused Super Combatant start distinct from Dragon.
>>
>>
>>
>>
>>
>>
>>
>>2362299
>>2362454
Desu their t3 being a support doesn't seem that bad to me. T3 supports are fairly rare, most builds won't have built in access to one and generally if you want to have a support in your armies your only real option is your culture's t2 support. I think their combat ability is underrated since they can move their full movement range and not lose any damage, and they share access to a bunch of really good unit enchantments with battlemages. The architect's t3 support also has a little turret summon. Honestly I'd much rather have a support as my cultural t3 than a melee unit, since tomes are all loaded with melee units you'll probably be using instead.
>>
>>2362621
Architects don't technically have a bad unit lineup, it's just janky and slow to get started. Your low tier units don't really start to slide into their intended roles until you have some affinity built up and by then you've probably mostly moved on from using them.
Like for example the main gimmick of their T1 melee unit is that it has a shitload of health later on but early game it's just kinda ass with no real upside.
I really need to try out the Nomads, I've been slacking on AoW's recently, I've only barely played around with Vampires so far.
>>
>>
>>2362299
>>2362621
The Architect T3 Support unit is good though. Not only is it a T3 Support which is rare to begin with, the angry cube he summons counts as a Battlemage. Since Supports and Battlemages benefit from a lot of the same enchantments it's not hard to plan a build around just this unit and the cube will contribute a significant chunk of "free" damage, so you just need to add something that makes for a decent frontline. You could even go for a full summon build, in which case the cube summon also benefits from stuff like Cosmic Overdrive due to having Magic Origin, synergizing well with an expendable frontline of summons.
>>
File: 1.jpg (301.4 KB)
>>2154626
now that the premium has gone down to 50% off,
getting really antsy to try this
watching mukluk play his giants looked pretty cool though I'm more partial to the Archons, which would be another fucking 20€ ob sale
are these DLCs actually even worth it outside of the cosmetics or just wait for better discounts?
>>
>>2363100
one of the unfortunate realities is that an incredible Society Trait is locked behind the first expansion pass. You don't have to play with it but Swift Marchers has absolutely bonkers synergy with some builds
>>
>>
>>2363114
You get the most useful ruler types and most of the books I think, they patch so often so I mostly stick with what's consistently good. And so far it's Dragon, Eldritch and Champion, all of which you get from the first pass. I'd pick WW over GK any day if it was just about getting the good stuff from the second DLCs, the latest 2 DLCs have added legit things but they aren't earth shattering aside from T4/T5 tomes. The Giant King is a good early combat ruler but to my understanding you're mostly after the economic effects of Frost or potentially Rock + Industrial, the easier access to item forging is nice but it's also not a dealbreaker. Spellblade Dragon is stronger early and Warrior Champion scales harder so it's not an issue.
Tome of Disruption has by far the strongest abilities vs anything that uses corpses or lots of unit enchantments and it's included in the first pack.
>>
>>
>>2363100
Whether any given DLC is worth it really depends on whether you like or want the content on offer.
In general I think the base game content is the "best" overall, at least in terms of ruler chassis, tomes, and cultures. Not that the DLCs don't have some good stuff, but for instance if you had no interest playing with a dragon ruler, having your faction be lizard men, or using the two dragon themed tomes it came with, you wouldn't be getting much out of the dragon expansion other than seeing AI players using it in your games.
Honestly I would just get the base game first and see whether you like it instead of dropping a whole bunch of money on DLCs right away.
>>
>>2363148
>other than seeing AI players using it in your games
Honestly that's a big reason for me to get it.
I'm too much of a Triumph games addict and already watched hours of youtub-plays to not get this.
Thanks for the tips guys.
>>
>>
>>
>>
>>2363234
Ok, turns out you can get it but in the most roundabout way possible.
You need to buy this bundle instead
https://store.steampowered.com/bundle/61094/Age_of_Wonders_4_Collector s/
But if you're like me and already own everything except the Herald of Glory DLC (which is the swift marchers one) then the price is 0$
But Steam won't let you buy something for 0$
So you have to find some other random cheap game (I did buckshot roulette which is on sale right now for 2$) and add it to your cart then buy both it and the bundle together.
yes it's retarded
>>
>>
>>2363231
>the Swift Marchers trait is actually from the second pass and there is no way to get that one anymore
well that sux severely!
I knew there was a good reason for my bad feeling when these woke snowniggerjews bought up Triumph.
Though I could care less about Steam, as I only buy on GOG to actually OWN.
This shit makes me seethe to no end!
And no, pirating is out of the question.
Not gona download the latest chyna UEFI trojan for some shitty Paradoxjoo gam.
>>
I swear they changed how the AI looks at you. It used to be you usually found 2 or 3 AI that would be willing to be friendly with you but lately it feels like they are only interested in hating me. Even if im going a full good.
>>
>>
>>
>>2363231
>>2363396
You can still get Herald of Glory, which is what Swift Marchers is part of, just not as part of the season pass. It's part of the Collecctor's Bundle right now. It's possible that it'll (eventually) be made available separately like they did for the Aric Rex stuff, but I don't think they've said anything about that.
>>
>>
>>
>>
>>2365084
Honestly I find it hard to imagine the bonus from this trait being worth never having transformations or enchantments. Yeah you'll get more raw HP and damage but you miss out on so many other effects in the long run.
That said, maybe a Barbarian rush build, so you can wreck your enemies before they outscale you.
>>
>>2365092
Yeah i know its pretty shit but i wanted to try and make some fun out of it. I feel like a more fair way would be to decline transformations but why would it be a problem to have fire weapons or very passive buffs like zeal.
>>2365088
Maybe ill try that since its been a while since i played them.
>>
>>
>>
>>
>>2365580
it summons infestations so it's basically just regenrating infestations, and it also makes spells have some tepid extra effects and hands out grievances, it's boringly mild and there's also nothing you can do to influence it unless you're playing 1v1 or something
>>
Nomad Conqueror + Chosen Destroyers is so kino lads.
>Kill starting city state to build momentum.
>No city caps so rush through resource harvesting.
>Move to next city, repeat.
>Fabricate grievance and wait 5 turns for it to go through so I can destroy other empires.
>Max out food, research and gold faster than a regular empire.
>>
File: AOW4_2026_03_22_15_43.jpg (2.2 MB)
>>2365583
>nothing you can do to influence it
If you clear one of the 3 story zones you get spells that let you reduce it and alter the land or outright blowing up those infestations. You can also get the ability to go fractured.
Also some of the backfire effects aren't "tepid" i got one that prevents any spellcasting for 2 turns, which sucks when you're playing a mystic caster character/build. And some of the combat ones can be pretty strong, like an extra 20 damage to every target that was hit by the spell. Overall i thought it was pretty fun and added a real chaotic feel to the map, will probably do it again sometime.
>>
>>
>>
>>
>>
>>
>>
Do you think focusing on industry/food falls off once you hit your limit? 75% of both gets wasted once you build all your buildings/hit max pop. Maybe Industry is less wasted since you can increase the amount of buildings to build with tomes. In ES2 they have a similar system but have lategame technologies that make the conversion rate at 100% and I wish AoW had it.
>>
>>2368320
usually, if you don't chase the upgrades that let you convert resources, they fall of in the late game, but by that point the game's kind of over unless you're one of those special people who play 200+ turn games
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
What the fuck is going on on gog-games.to?
They didn't update this game for 3 weeks and then when they did, only the Season 1 DLC are included.
I don't want to sound ungrateful, but if this ship is sinking, I need to go and look for a new boat, you know.
>>
>>2371570
Im still using the the .to version from right before Architect culture was nerfed. No vampires, no nomads. It takes a bit. Wait one more month or two *then* upgrade to the current version.
The Archon dlc was downloadable only after the Vampire dlc came out on steam, for example
>>
>>
>>
>>
>>
Has someone experience with the new magic fighters? They seem to have weird synergies with the battlemage enchantments. Like siege magic, frenzying focus or supreme magic. Zealot horde or astral serpents look interesting.
>>
>>
>>2371570
I got tired of waiting and downloaded it from AnkerGames. Only problem was that Ankergames uses a Steam version and Steam and Gog have different saves so I had to get a save converter I found on github to keep my pantheon.
>>
>>2373403
They're good but their interaction with enchantments is a bit awkward since everything they use is designed for battlemages in a time where magic melee units didn't really exist. For a lot of enchantments this doesn't really matter, but there are a bunch that don't really sense.
The new Magic Fighter type as well as the new damage calculation feels like it was a good idea that was implemented too quickly. They really needed to do a complete new balance pass over all enchantments to fit the changes, but I guess they didn't have the time for it so they just shipped the bare minimum.
>>
>>
>>2373501
The Magic fighter and new resistance/defense calculations really are a rushed job. So many magic units that do physical damage in the game still inflict sundered defense rather than physical vulnerability, making their debuffs useless for themselves. Even the Elementalist skill tree on earth skills has it.
>>
>>2373501
I'm confused by the enchantments for battlemage projectiles, which state they're affecting missile and magic attacks, so they count for magic fighter melee attacks, too as they're magic attacks even if they're not projectiles? Did I get that right?
>>
>>2373639
There is no melee magic and ranged magic distinction in the same way that there's physical melee and physical ranged. Magic is just magic. A gremlin for instance has both a melee attack and a ranged attack. Both simply have the "magic" tag, so both benefit from enchantments that affect magic attacks.
It might be worth noting that because of this all magic fighters were given the melee mage tag, as they would otherwise be incapable of using their melee ranged magic attacks in melee, meaning all skirmishers that were changed to magic fighters now should be able to continue to use their ranged attacks while in melee range.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2379116
https://www.youtube.com/watch?v=V2XGp5ix8HE
#1 mistake I see people make with this game is treat it like Civ and focus on developing their cities. Especially in the early game you need to be killing everything you see, except if there are stacks that you can't take without severe losses (though this depends on your difficulty/map settings). Not only because killing neutral stacks is way more profitable than anything you'd get out of an early game city, but also because you want to get as much XP as possible, especially on your ruler and hero(es).
>>
>>
>>
Can Architect necromancers work? I imagine their culture trait on T1 skeletons would make them significantly stronger, maybe even more if I get mighty meek. Only problem is somehow getting the industry to build wonders and not make them take 15 turns to build.
>>
>>2381865
Necromancy works as any culture IMO. I think it's best on Dark Cult of Death or Mystic Summoners, but I don't see why it wouldn't work with Architects.
Shadow Tomes don't really lend themselves to a production-focused build and Undead builds tend to be fairly intensive in terms of tomes needed (optimally anyway), but it shouldn't be too hard to work in a cheap tome like Zeal (Fanatical Workforce) or Enchantment (Awakened Tools) to squeeze out some extra production where you need it.
>>
>>2382016
Good advice but Wonders can take 4-8 turns to build even for a industry focused build. Don't think a single tomes industry spell is going to cut it. Closes you can get is maybe the transmutation spell to turn excess mana into industry. But then you would run out of mana for skeletons. Probably need to split into mat/shadow tomes 50/50. If its a large map with lots of free cities you could probably do that with the shadow skill that gives you knowledge on hero kill but tricky otherwise.
>>
>>2382127
Well the spells wouldn't just help with the wonders, if you can speed up every construction by a bit you still end up with a significant turn advantage in the long run. But you're right, if you really want to be able to build wonders quickly you need a lot more than just one spell.
>>
>>2334969
You missed the short period of Giant Scorpions being the best unit in the game. It was pretty fucking awful to see the tier 3 absolutely go pound for pound with tier 5s. Only solution was Battlemage spam but on Sand maps the Scorpions can teleport to them and then you're fucked anyway. The scorpions are still obnoxious now mind you just not as much as before.
>>
>>2362387
Bra but the new Chaos tomes feel really good for an early rush or tier 2/3 armies. Tier 1s are probably still a bit weak though. Especially for Architects who are designed to scale harder than other cultures.
>>2363253 you only benefit off your highest Incarnate/Monolith so don't spread it out unless you are going for some ridiculous meme like Cosmic Empire trait and you need the Influences.
>>2365084
Monarchy Mythic Rush is quite good with that trait. Not only is this one of the few ways to buff your Mythics significantly your Monarch stack has no upkeep so you do not need to worry about the Imperium drain.
>>2365479
It's the other way around. They got massively buffed since now most units deal only Physical damage with Enchantments adding physical Elemental damage instead of adding Magical damage. Also Magic Fighters are quite scuffed at the moment.
>>
>>2382775
>Monarchy Mythic Rush is quite good with that trait. Not only is this one of the few ways to buff your Mythics significantly your Monarch stack has no upkeep so you do not need to worry about the Imperium drain.
You mean on painbringers? It would limit your build alot if you just use them. Their the only racial mythic in the game. Unless you mean T4 racials units like Pyre Templar or Exemplar, but those units can be buffed.
>>
>>
>>
Mid-way through a Reaver game and what have they done to magelocks, I remember when they couldn't move and attack so its nice they fixed them but they feel like they do no damage regardless if its the 3 action or 1 action attack. I'm probably going to get glade runners or zephyr archers they're that bad.
>>
>>2384087
I don't think they did anything to them specifically but they'd have been affected by the physical-magic split, which hit archers in particular pretty hard I think.
Glade runners and zephyr archers only have 10 total damage more on a 3 AP attack with 1 less range and without the magelock's 50% armor ignore, so if your magelocks aren't doing damage, I doubt glades or zephyrs will do any better for you.
>>
>>2383637
I went for Fire Templars myself since they get Zealot anyway. Go Monarchy Elementalist Wizard King (I rec you pick up a Shadow or Arcane influence from your Culture Traits to get more Knowledge) and Ritualist hero, get Fire Templars ASAP and bumrush the enemy with two stacks of absolutely fucked up Fire Templars before the enemy can catch up with their enchantments.
>>
>>
>>
>>
>>
>>2385090
I really like the concept of this game, but it completely misses the mark in the execution. Also to be desu with the latest DLC, AoW4 does
the wandering around the world sucking up resources as you go thing better.
>>
>>2385592
Eh, I feel it is pretty good at what it sets out to do. Shame that they took a step back with unit customisation though, I absolutely adored Planetfall's system,.but I enjoy tome based progression way more than tier based one from Planetfall.
>>
>>2385831
Yeah the two things I miss from Planetfall are unit mods (enchantments are a downgrade that only exists because apparently people thought keeping track of unit mods was too difficult) and empire mode (I really don't get why Triumph refuses to add something similar to AoW4 because the game is literally perfect for it).
>>
>>
>>
>>
>>
>>2365084
Did some more experimenting with this, going Monarchy, Keen-Sighted, Strong, Overwhelm tactics, Careless, Swarmers/Vision of Ruin and Hunters, Warfare start with Mentorpship into Horde, spam Archers, focus on killing/ranks ASAP, get Faith next (realistically anything is fine but I like Order), avoid Enchantments and pick up good spells/SPI. You want to close out the game with Warfare (Chaos Matrix) and Transmutation (Chaos Lens). Ruler should be Wizard Defender or Elementalist (Chaos investment for even more crit), you want to buff your Longbows/Shred the enemy with melt Armor and absolutely shitstomp the enemy like dogs before they get in range.
Ideally you wanna end the game with several stacks of 3/4 Longbows, 1 Warlord and maybe support or a roadblock.
>>
>>2387965
Just in case it was not clear you can go either the Chaos traits or Hunters for the Nature affinity (probably all the Nature affinity you will get). I do not think there is a good Order one for this setup, and while you CAN go for Materium, I think going for Tome of Winds to convert mana to movement and get some pickoffs is just infinitely more useful for this build than any other tier 2 tome.
>>
File: 1751538161227234.gif (3.9 MB)
>going back through all the story realms as a refresher (haven't played since eldritch realms)
>do valley of wonders with my updated halfling rogue
>claim the middle and catch yaka's full attention
>fighting off stack after stack on my front lawn
>sundren is sitting in the corner of the map dicking around
>yaka comes in with 2 full stacks including himself and his phoenix
>get the message that sundren died trying to clear an ancient wonder
>at yakathon's gates about to win the mission
>sundren never sent a single army towards yaka
Meanwhile on enchanted archipelago some malformed rat creature in a cave not only fought all of Nimue's armies but he perfectly timed killing Nimue with me sending troops to siege her capital, resulting in a quick and easy victory. Covenant can suck my nuts, around elves watch yourselves
>>
>>
>>
>>2389597
I mean nothing is quite as bad as Battlesaint but like. Warrior is much better, Death Knight is TEMU Warrior but a Warrior still, Spellblade is better, Ranger you do not want to play Melee and you do not have to either. "4th best melee class out of 5" is absolutely dogwater.
>>
>>
>>
>>
>>2389645
define "good"
do you still have to wait for meme points to come down to attack a city?
yes
is the AI still braindead?
yes
does green mana still define your expansion and development?
yes
is enchanting still limited for entire classes of units?
yes
is the story now solely confined to gay shit otherwise known as story realms?
yes
sadly none of these are going to change, ever
the game is okay, but it is nowhere near being the peak of the series
so there
>>
>>
>>
>>
>>
>>
>>2390024
I always really enjoyed summoner mystics, though full lightning damage on their mages and summons makes highly lightning resistant enemies like black dragons a pain in the ass compared to attunement and potential who have split damage. They got nerfed in the previous patch, too, though I still think they're pretty good.
The real thing that pushes attunement mystics ahead for me though is the cool new projectile effects their mages got with the scorpion update.
>>
>>
>>
>>
File: 1765804629391152.png (3.7 MB)
>>2391186
Well I'm managing to beat his ass anyway with T1/2 garbage and my allies are alive for now at least. The problem is half his army runs away after I dumpster him in a field battle, I don't have money to enslave any of them, I go to siege a settlement, and then that army pops right back up to defend that settlement (which all have healing spires and the defensive building that rallies everyone). I finally managed to raze one of his settlements a few turns ago for big money so maybe I can start making some headway.
>>
>>
>>2391184
I don't agree with that either. Fervor builds fast and when you pop it you get a big chunk of hp back and up to 5 stacks of strengthened. If you have the capstone ability you can also use it for a 0ap nuke. I think battlesaint is really good built as either melee or support, personally.
>>
>>
>>2391792
I suspect it's still not optimal, but I take it all the time. Since there's no cap on XP anymore you're never in a situation where it's a wasted skill, unlike previously when it was just kinda shit in the lategame, because if you had max rank units it did literally nothing, and it's too slow to quickly get fresh units leveled up. But without a cap, it's just a small passive bonus that lasts all game long, which I can always find a spot for.
>>
consider the following:
>adaptable
>feudal aristocracy (feudal for evolving units, aristocracy for the XP bonus)
>devotees of good (passive XP gain at max good alignment)
>tome of evolution (obvious) into tome of warband (mentorship)
>experienced leader on all characters
>that order empire development that increases XP gain for most melee classes
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
post them culture/subculture ideas
>reaver explorers (materium/nature)
instead of war spoils, gain exotic treasures by clearing and claiming ancient wonders, finding landmarks, and meeting other players and free cities
replaces the magelock cannon with a very mobile airship that can mark targets and fire whilst moving with its swivel guns
>feudal kleptocracy (order/chaos)
your leader/heroes leading armies form gangs
units in these armies join the gang and begin stacking the thick as thieves bonus every time the army does battle, increasing damage, morale, and crit chance
changing gangs/the hero leading the gang reduces the bonus
replaces call militia with jail break, summoning 2 scoundrels, a skirmisher unit focused on flanking
scoundrels promote into blackguards which are very beefy for a skirmisher and have the gang up passive which increases the thick as thieves bonus of adjacent allies, even past the cap
thief hideout/robber baron's estate buildings convert a % of a city's food and production into gold and draft
>>
>>
>>2391546
I understand why that seems tempting but warrior with like, throwing knives or a lance is just gonna use two turns to kill two units which is a lot more health loss mitigated than a heal you had to build towards on your melee Battlesaint. As a support he's way more palatable though I still dislike Fervor as a mechanic. They should at least truncate it like they did with Primal Fury.
>>
>>
>>
>>
>>2395991
I don't think warrior is stronger until they get killing momentum online, personally. Battlesaint is good early on though since it only requires 3 skill points to get your main combo online (paladin, warrior's fervor, fervorous martyr). The combination of self healing and strengthened makes battlesaint's early game clearing potential much stronger imo. In terms of melee classes, I'd rank battlesaint second to warrior, personally. Defender is just kind of shit, death knight is just discount warrior, and spellblade is only good on a ruler chassis with built in magic attacks.
I also don't think fervor needs to be shortened at all. Paladin+fervorous martyr can easily get you 5 fervor on turn 2, and cleric+fervorous disciple is guaranteed to get you 4 fervor on turn 2.
>>
>>
>>
>>
>>
>>
>>
>>2396405
>Human
>Feudal
>Faith
>Champion
This is at least partially by design. Lots of people don't care about making their own characters, especially if they're just starting out, so they just pick whatever's on the op of the list. Which just happens to be mr AoW4 Alfred Elderstone who'ss Human/Feudal/Faith/Champion. If you do create a new character, but you just press next without selecting anything, the default options are Human/Feudal/Zeal/Champion which is almost exactly the same.
>>2396427
I kinda get why Ogres are popular. They're "weird" enough to make people feel like they're not just mindlessly taking the generic option, without being another animal race. The only thing that's surprising is that it's a DLC race that's more popular than most base-game races, but then it's an older DLC that's been on sale multiple times, so I imagine most people who enjoy the game have it by now.
The one stat that feels off to me is "provinces annexed". Compare that to the total playtime. You're telling me that, on average, people take fewer than one province per hour? That's nuts. And if you divide the number of provinces taken by the amount of games finished (won + surrendered), it suggests that the average number of provinces taken in a game is roughly 20, which is also much lower than you'd expect.
I'm sure you could come up with logical explanations for these (like people spending lots of time in character creation, and people playing only a few turns and then quitting/surrendering for whatever reason), but even then it doesn't feel right to me.
>>
>>
>>
>>2396405
A part of me isn't surprised that DL and Ogres are in the top 3. DL are from a really early DLC, straightforward strengths and properly hits the fantasy of my dude being one of the deadliest dudes on the battlefield from the word go, actually a bit surprised theres such a big gap between it and WK. Ogrekin are from a much later DLC but they've got a more unique appearance than the other human races and at least IMO have that eastern oni look people like. If I had to choose a base game race to replace them on that list I'd probably wager the catmen for being the most generally appealing animal race.
Cultures make a lot of sense, am curios though where the DLC cultures land and what the actual split looks like for the other ruler types. Actually in general I wonder if we'll see a major shakeup this year for any of these stats although I feel kinda confident that ogres and DL can hold at least the 3rd place spot.
>>
>>
>>
What combo can get me the most amount of passive and maybe some active skill summons from my ruler? Vampire warlock with umbral disciples? I don't need the summons themselves to be good I just want to see how dumb lithorite orb can become when I shit out what are effectively a crapload of banelings at the start of every fight
>>
>>
>>2396886
In terms of sheer numbers I think going wizard king and just double casting vine prison is going to be better since that's 10 vines instantly by itself. Alternatively you could double cast with a vampire lord if you ascend with them and get the sorcerer ascension skill from the t5 astral tome, but that'll take some set up.
>>
I am enjoying the game so far. I really like giant ruler. Right now I am playing fuedal aristocracy. I noticed that having more cities makes more houses so to speak. Is this a good or bad thing? Is managing many houses useful or not really?
>>
>>2398187
aristocracy means that you're supposed to create units for each feudal lord's army in their own city, that way they get strong benefits (if your feudal lord gets their renown up which is in itself an entirely parallel issue)
it may not be the best faction type to start with since that adds a bunch of complications and micromanagement, you would be better off trying monarchy first at the very least
if you insist on playing aristocracy consider a strat where you use summoning a lot, since you can summon units under a particular heroe's banner (it's a bit janky, but you get to preview which lord a summon will belong to, so you can figure it out), that will tide you over until each lord has a strong enough city to produce units
also if you insist on playing aristocracy consider customizing your initial hero options under the advanced faction customization so that they all have some renown type that's easy to level up, like for example if you make all of them elitists
>>
>>2398204
>also if you insist on playing aristocracy consider customizing your initial hero options under the advanced faction customization so that they all have some renown type that's easy to level up, like for example if you make all of them elitists
I didn't do this. But how hard is it to level up heroes renowns? It actually seems difficult for some of these. Like I think one of my characters has "Crusader" for his renown thing and I haven't seen anything for him to smite or whatever. Am I fucked?
>>
>>
>>2398216
I see. I have 2 heroes currently. One is a fortifying governor and the other is a naval governor I think. I think the naval guy is the crusader. I haven't gained any renown on him yet I think. My giant lord is a shepard but I have no animals or evolve units or plants summoned so I haven't gained any renown on her either. Am I fucked? Its like turn 30.
>>
>>
>>2398221
Strictly speaking, you don't NEED to gain renown on your heroes. The primary thing it does is unlock additional bonuses for their city based on their governor type. These are helpful to have, but it's not really the end of the world if you don't do it. For Feudal Aristocracy in particular units belonging to a particular house gain exp when their feudal lord gains renown. Again, helpful but not game ending if you're not getting it.
>>
>>
>>2398245
Oh I did forget about that. I actually don't know how big of a benefit that is off hand. It's still not the end of the world if you're not getting it, after all nobody else has it, it's just not optimal play.
>>
>>2398310
they get more health, more health regeneration, and more morale, but the bonuses are halved if the hero isn't in battle with the units, or something like that
the morale is iirc enough to start battle at high morale if renown is maxed out, and more health is always good, so it's a really good bonus that's worth chasing after
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2400407
Correct. Should have said Materium Lens. Anyway, so far it has served me pretty well but not having access to any enchantments does catch up to you after Transmutation. I'd say it's even a pretty bad build for story realms as they tend to be massive.
>>
>>
>>
>>
>>
>>
>>2403485
I never liked the idea of their "alignment agenda" mechanic that forces you to be max good or max evil.
I also think they don't work well as an evil faction since the order empire tree is almost entirely useless for an evil player.
>>
>>
>>
>>
>>2403567
I mean personally I've always thought it better to focus your affinity points rather than spreading out too much, but regardless, you still have two order affinity points no matter what that aren't doing anything for you. Most affinities have some decent empire tree nodes low on the tree, or really good ones in the case of shadow and materium, but order's early nodes in particular are worthless as an evil player.
>>
>>
>>
>>
>>2403631
In most cases I try to keep affinities down to two or two and a minor third. Any more than that and I find it takes too long to get to the good stuff in the empire tree and affinity checks are basically a 50/50 if you even get the option. I've never liked rainbow builds.
To circle back somewhat to the original point, I also don't think high is really that great or has too much to offer in general and if I had no intention to build into order at all I'd much rather just pick a different culture.
>>
>>
File: 20260514174140_1.jpg (449.4 KB)
>infestation right next to my capital
>on my way to take it out, notice a city ruins tile with only a scorpion and a gorilla on it
>take them out so I can dismantle the ruin and continue looking for the infestation
>explore the whole zone and there's no infestation
>realize I don't get the infestation pop up when I click the empty ground
>turns out the infestation was the city ruins (???) and it's apparently a gold one no less
>>
>>
>>
>>
>>2404252
tbf with all your allies being dogshit and you having to go up against a near max level Turiel who starts with multiple high tier units it can be pretty overwhelming, especially when he starts printing the shrines of smiting and setting up teleporter networks. In my game (>>2390324) Nimue did fuck all until Turiel instabuilt 3 beacons of unity and started the count down, and by that time I was closing in on his capital. Then while I was sieging his capital Yaka died and Fangir began invading me from the south, and he was somehow even stronger than Turiel was in battle.
>>
>>
>>2404304
I didn't. I was fighting him from turn 16. Early on I was struggling to fend him off, then when I had T3 and tome of the doomherald I was able to push in, win a few battles, and raze a settlement. Then he pulled out the shrines of smiting and army after army of shit streaming out of every teleporter and I suffered a complete wipe. Then I rebuilt my armies, killed Meandor (he was about to kill the Ydgaard), and started invading smartly using the infinite sensing range empire skill to avoid Turiel's doomstacks and force marching stuff onto his teleporters and spell jammers. Unfortunately while I was doing this and burning his cities he was utterly destroying Shira which gave him enough land to build the beacons.
>>
>>
>>
>>
File: dancing otter.gif (100.8 KB)
https://store.steampowered.com/news/app/1669000/view/66836481035154400 7
Reavers are the culture getting a rework
>>
>>2407709
>Owls
Neat. But its going to be hilarious watching people try to shoehorn them into reaver and industrious.
Going to make mine primal with a focus on arcane/shadow and name them guardians of Ga'hoole.
Also the new units look cool, especially the cosmic one, but thats to be expected at this point, I dont think I've seen a model I hate yet.
>>
>>
>>
File: 1556569508916.gif (869.4 KB)
>>2407709
>reavers getting a rework
Holy shit, nice. I was wondering if it was actually going to happen.
>Federate Reavers - introducing a new way to play Reavers where Alliances and Vassals are power and Diversity is strength.
>mfw it's yet another order culture
>>
>>
>>2407895
I personally had hoped they'd get an astral subculture and lean into the reavers' magitech angle. Astral and shadow are underrepresented in terms of subcultures.
I could be wrong, since I really thought reworked Dark culture's cult of tyranny was going to be order based and it turned out to be shadow, but I don't see based on that description how it's going to be anything other than order.
>>
>>
>>
>>
>>
>>2407987
>crimson caldera
good fun
>grexolis
fuck this mission
>freed lands of the manuhari
too easy if you go for both alliances, might be more fun otherwise
>sehiran oasis
good fun but having to do 90 seal points just for the "good" ending is obnoxious
>tharru'cath
good fun
>arcalot
grexolis but enemies are popping out of tentacle portals right next to your lands, bring fire and spirit damage
haven't finished the rest
>>
>>
>>
>>2408228
First of all, I WAS speaking for myself. Nowhere in my post did I attempt to speak for others, which is ironically exactly what you did.
Second, you've never had to play Reavers as pirate slavers, nor has it ever been a good way to play Reavers. War spoils are used for making friends with free cities more than anything, and their ability to capture enemy units is entirely reliant on their dogshit T1 skirmisher that you will absolutely never use beyond the one you start with and even that one you disband as soon as magelocks become available for recruitment.
Third, order affinity doesn't have a monopoly on factions further north on the alignment scale than chosen destroyers.
And fourth, Dreadnought wasn't a goodie goodie two shoes let's make friends with the world faction, they were a neutral faction that could be as friendly or as war mongering as you wanted to play them. This new Reaver subculture is just the opposite extreme to what the current warmongering iteration is meant to be and ironically isn't at all.
>>
>>
>>2408127
Yes I did. That one on hard gives Arachna like 30 bone golems which is obnoxious. Good thing Sylvani was there to body block them. Also some of the free cities have fixed relations after vassalizing them for some reason.
>>
>>
>>
>>
>>
>>
>>
>>
>finally beat Grexolis
admittedly those reaper touches got lucky as fuck an instantly took out all his mythics on the last fight but im pretty sure the amount of debuffs and buff stripping i churned out would have ended him anyway
>>
File: ss_19ff3cd9f090994e8b935be3cae49c3db466da1d.1920x1080.jpg (400.2 KB)
>>2409625
if we get that major TF spider spell at all, it's probably that 'Spider's Embrace' research option
I just need this and my ideal cave utopia will be complete
>>
>>
>>2410127
Not impressed with these Reavers changes. War spoils being used for something other than being a ghetto whispering stone is nice in theory, but the one city structure it now builds doesn't seem that great. Harrier also wasn't buffed at all and with suppressing barrage no longer even pretending to inflict immobilized now harriers are the only built in way to use the subdue mechanic at all, which is the same as just not having the mechanic because harriers are still worthless dog shit that aren't even viable combatants on turn 1, let alone turn 100.
Also
>frenzying focus moved from tome of amplification to time of nature's wrath
Fucking horse shit. I'm actually mad about this one.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>keepers of knowledge no longer grants all-seeing (now called seeing stones)
gey
>order empire tree has a node that has perfect synergy with silver tongued (cultural exchangers)
yey
>tome of roots and tome of shades now have ways to give obscuring for synergy with tome of fey mists
thanks for fixing my jank ass build triumph
>>
File: 1751467649332872.png (509.0 KB)
>>2410494
>>frenzying focus moved from tome of amplification to time of nature's wrath
>Fucking horse shit. I'm actually mad about this one.
IDK bro this basically saves the tome of nature's wrath
>>
>>
>>
>>
>>2412612
There's a lot of tomes that can use help, but I don't think shuffling techs is the way to do it when you can add new ones instead. It's one thing to shuffle techs when a tech doesn't fit the theme of the tome it's in or fits another one better, like how banshees used to be outside of the necromancy tome line, but frenzying focus fit the theme of the tome it was in perfectly. Amplification didn't get anything to balance out the loss of frenzying focus either except for the mediocre amplifying arrows enchantment now applying to mages, and the +1 range effect from frenzying focus being gone entirely now means you just can't get increased range for battlemages. Nature's wrath getting a buff is fine, but I don't think amplification needed to be nerfed or battlemages needed to lose their option for a range increase enchantment for that to happen.
>>
>>
>>2412702
I feel that battlemages losing the +1 range so it becomes exclusive to archers is a good thing overall. Archers don't really have a viable niche, which is partially due to battlemages filling the same role (ranged damage) while getting way better options besides straight damage, like AoE attacks, debuffs and guaranteed damage. If range is the one thing mages can't beat archers at, that's at least something.
I agree that Amplification losing its best feature is a bit lame, but it's still a viable tome, unlike pre-buff Nature's Wrath which hasn't been worth a damn since they fixed the Awaken Instinct exploit.
>>
>>
>>
>>2412901
I think it's either an idea of keeping balance on who gets the optional mounts or it's somehow easier to animate for them. Either way it's clearly not for practical or cool purposes like turning those explosive tipped Reaver merc spears into lancer cavalry
>>
File: 2dfabff51b01cef64393cb2db45ca8ad.jpg (16.5 KB)
Fucking hell the musket animation and sound effects are just too kino I can't stop playing them
>mfw dropping dozens of naked savages using darts and swords against muskets
>>
>>
>>
>>
File: 5878965430.png (23.5 KB)
I saw these humanoid hairstyles in some stream but I don't have them, are these from the vampire dlc? And if I buy the dlc will these also be unlocked for humanoid champions and wizard kings or are they limited to hybrid vampires only?
>>
>>2414134
If they were from one of the dlcs they'd have a little pin on the bottom right corner saying which dlc they were from. I assume that's an elf hairstyle based on the elf ear silhouette, but I don't play elves so I couldn't tell you for sure.
>>
File: 20260526063807_1.jpg (405.7 KB)
>>2414134
>>2414247
Evidently I was wrong. They appear to be pureblood elder vampire exclusive, because I couldn't use them on humans or elves, whether hybrid vampire or champion.
>>
>>
>>2414265
Vampire is a mixed bag. They have some downsides like lack of transformations, sunlight weakness, and their life drain unique ability and skill tree being trash, but sunless terrain is cancer for non-vampires and can't be removed by most (any?) terraforming spells, they can gain xp super fast with the devouring prisoners mechanic, and their unique signature skills are really good. I think overall they're pretty strong, personally.
>>
>>
>>2414274
I don't think they really have a succinctly summarizable niche, maybe ruler maxxing rather than hero maxxing. Your heroes are a bit weaker imo due to giving an xp tax to their ruler and getting the shitty undead tag with no particular benefit, while your ruler gets extra XP and gets some really good signature skills later on while retaining a human chassis with a full set of equipment. They can get a decent number of summons, both passive and active, but they have to be built specifically for it.
>>
>>2414265
Vampires have the weakest baseline, especially when they're fighting in sunlight, but their unique signature skills enable some really broken builds. Combine them with a class that can reset cooldowns like Ranger and they're disgustingly powerful. Their ability to leech XP from heroes and eat enemy heroes for even more XP also puts them well ahead of the leveling curve compared to any other ruler.
>>
>>
>>
>>2414273
You can terraform it away, the easiest way is with fertility, it's annoying to need to change your tier 2 tome setup but fertility isn't a bad tome in general. There's plenty of other ways too since stuff like sunless and gloom are exclusive with each other, you can't have both on the same province.
>>
>>
>>
>>
>>
>>2416593
This
Just slapping together what looks like a fun fantasy civ to terraform the map
If I can lock down a good time for my friend who also grabbed the game, I'd be playing aesthetic gimmick faction ideas to compete against him on a large map
>>
>>2414274
The unique skills make Vampire Rulers, ESPECIALLY Warlocks (amazing active channels for Warlock debuffs) and Rangers (resets your stupidly potent Vampire actives), turbocancer. Nothing like giving all three of your stacks every STD known to man as his opener.
That aside, anyone used Empire of the Cosmos before this expansion? Tome of the Cosmos looks fucking terrifying, so I think I'll try and make an Old Ones Empire of the Cosmos Feudal Monarchy. Biggest issue so far is Nature tomes suck ass. So I am thinking of going something along the lines of Shadow Dragon ruler + Tome of Evolution starter. This instantly gives tier 1 Cosmos benefits. Next tome should be Zeal, Winds, Scrying (Archers and Dragons being the focus of the build), Transmutation, Dragons, Oracle, Calamity, Cosmos. Idea is that while most people are dealing with your fuckoff Dragon stack the real killers are the 8-9 Range Longbowmen that got +10 to their damage Chanel. And the great thing is since the removal of Frenzying Focus from Amp, your range can't actually be matched by Battlemage stacks anymore.
>>
>>
>>
File: 1761058781914516.jpg (1.3 MB)
Dev diary for new tomes
https://forum.paradoxplaza.com/forum/developer-diary/dev-diary-61-the- tomes-of-secrets-of-the-archmages.1 925257/
Beta branch update
https://forum.paradoxplaza.com/forum/threads/sprite-update-open-beta-p atch-notes.1922958/post-31322501
>>
>>
>>
>>2414265
Just finished a game with vampire DK and idk what you are talking about. Theres a silly signature skill that summons the corpses of 4 tier 3 or tier 4 undead units which can be revived in one go with dark ritual, plus it resurrects random units to your side for 4 turns(as they were, bot as zombies so you can get dead tier 5s too).
With the crazy number of summons and a maxxed out ritualist support hero i was legitimately not losing a single unit against stack spam because they just keep fighting the summons and the casualties get resurrected while my actual troops are not getting touched
>>
>>
>>2414265
First thing I did when that DLC came out is play a vampire warlock and I picked every possible thing to do with summoning more undead for skills, traits, and held the t4 lithorine orb
I think one vampire trait let me automatically summon a Rose Knight too? At either 12 or 16, so that plus making my people either undead TF meant we were all stacking buffs on top of summoning fodder that would explode into Crystal's on death
This worked REALLY well but only because I think warlock is a super good hero class to start it all
>>
>>
>>2418173
>as dune serpents did not benefit from empowered beasts
What the fuck
That shit needs to be fucking fixed if not
Bitching on the forums may get devs to correct this since they're still in a PTR phase before release
>>
>>
File: 1669000_20260531155051_1.jpg (1.2 MB)
Enemy siege AI seems fucked in the beta. In multiple occasions, I've had enemy units just jack off in a corner while I enter their cities and slaughter their allies. All those units on the left and center, even the bolt repeaters didn't wake up until I had almost completely mopped up the right side.
>>
File: 1756664619286834.gif (1.2 MB)
>adds the overharvesting nomad culture and the concept of the devouring winds/astral barrens in one expansion
>doesn't tie them together with a devouring nomads subculture that overharvests the land itself to terraform everything into astral barrens
honestly feels like an oversight, such low hanging fruit
>>
>>2420773
You can do quests on Astral Barrens enabled map to do that.
Also I would say it makes more sense like this since Astral Barrens are how the world is, not the culture itself, so you are not Nomad locked and instead can go for something more thematic like Reavers.
>>
>>
>>
>>
>>