Divvu
Warlord
Sidar have not been changed at all; Adventurer spawn is the Grigori.
Ahem... Always get the two mixed up, I never play Grigori either
Still, my advice is valid, there are some good tipsin FFH strategy forum!
Sidar have not been changed at all; Adventurer spawn is the Grigori.
Here's what you do:Anyone have any tips on using the sidar? I've always found that I never employ their racial ability to 'wane' as I find using those high level units for the purposes of defending my empire or crushing my foes to be far more useful.
They are the ultimate cannon fodder civ. Don't use five units when twenty will do the job.
Start spamming warriors and sell your mother for an extra xp. Any that survive their first battle will get a nice chunk of xp. From then on have them pick off damaged units until they get the magic 26xp, at which point you wane them into Great Engineers or occasionally a Great Merchant to support your vast army.
As the tech becomes available, build whatever units gains 26xp the fastest. Mounted with Ride of Nine Kings, Adepts for the spells or Disciples with the Altar.
In particular the Altar is great with Confessors, they give you experience whether they live or die.
Heroes are also great, almost instant wane fodder.
Hi
I was thinking to test he doviello once the new patch come out (mostl with the baron to test the new emergent leader system) got any tips (as i am not a good player ) thanks!
Can't say I've made any extensive use of the kindred promotions themselves other than them being a handy bonus - you'll be making a lot of military so put the good animal den buildings like bear or mammoth in the high production cities to get a lot of troops with the free promotion, but your most experienced units are likely going to be older and won't have any of the kindred promotions. Still, it's handy for any of the new units that make it to higher levels.
I think that building the totem in a city allows you to start spawning that type of animal however, which means that you can start spawning mammoths at horseback riding.
Mammoths are great because they can be upgraded to strength 9 mammoth riders which are pretty handy to have around even past iron working.
I'd advise looking at the Doviello+ help tab in the fall from heaven concepts section of the pedia if you havn't already, it's got a good description of the new features for the doviello. Think it's a little out of date, but only by a couple of versions since council of the wilds isn't in game anymore but some of the additions mentioned are pretty recent so you could probably rely on the information in there pretty solidly.
To be perfectly honest, I didn't realize that heading for poisons was such a strong move since I am midway through my first game with them right now. The civilopedia says that Assassins can upgrade to Shadow Priests, but I would definitely recommend upgrading a Priest first to get the Hero with Body III and flesh golems with water walking (also comes on the priests).
Come to think of it, spamming Priests with xp makes for a pretty mean "early" flesh golem as the Cualli.
I guess I will put in a request while I am here for the Khadi. I haven't heard any discussion on them (aside from the lore basics), and the other civs just plain catch my interest more in terms of unique playstyle. What do Khad and his followers have going for them?
Can anybody share some Mechanos tips? They look fun so I started trying them. They are! Just I have no idea what to tech for and build.. or in what order.
Most every game I shoot for ancient chants -> mysticism which gives the "God King" civic.
As above, but here are some other tips:
To Summarize: Your primary Tech Lines will be Magic for Adeptus and Adeptus abilities and Refineries, Construction to give you your siege, and Bowyers to give you your Hand Gunners. Make use of your Aerial fleet to dominate your foes, and spread the Ordo Machinarum to all your cities while collecting Refined Mana to pump your Steamworks and keep your empire supported off of your capital.
Definitely the construction tech line is THE line to go down as the mechanos, the quicker you get those steam tanks the better. They are just a little bit awesome
As for the magic line, it's important to get the extra spells that the alteration/divination/elementalism/necromancy techs give the adeptus units, but there's no real need to go any further up this tech line than that.
I believe that the ordo machinarum is due for phasing out at some point, I think Valkrionn's mentioned its removal a few times already, so spreading the religion for boosting the steamworks won't be a strategy to count on for much longer. That said, for this version at least it's a no brainer to go spread the ordo far and wide, it's a very good religion to have given that you're assured the holy city.
Two things I'd like to add though, and firstly it's the ease that the mechanos can access great engineers. Clock tower and the holy shrine allow you to get some early great engineers that most civs will only be able to get slightly later on, and at a greater cost if they've already popped a few great people already. This can get you almost first choice on any wonders that become available on the tech line of your choosing.
Engineers are by far my favourite specialist to get, due to their wonder rushing, or founding master buildings, and for mechanos a great engineer will bag you the ordo shrine (again, not for long but oh well ) as well as their tech discoveries being linked to the two lines that matter most - construction and metal lines. I'd advise running exclusively engineer specialists in your cities for almost all of that game (possibly sage at some point to get academies or to quickly access the adeptus abilities)
Secondly is the affinity that's been talked about already in these forums. As it stands, mechanos have an affinity for refined mana which is +1 ranged str and +10% damage cap to ranged attacks. The palace and steamworks each provide 1 refined mana so you're basically assured +2 ranged and +20% cap on all siege units. Get yourself a refinery on one more mana node and you've got yourself organ guns that have a ranged attack which can kill units outright since it has a 100% damage cap. No other unit IIRC can kill with a ranged attack so while I'm not in favour of such a powerful siege unit that's available as early as construction, this would be the way to cause maximum pain to your enemies as mechanos. This can be devastating if combined with high mobility flying transports, as mentioned above.
Definitely the construction tech line is THE line to go down as the mechanos, the quicker you get those steam tanks the better. They are just a little bit awesome
As for the magic line, it's important to get the extra spells that the alteration/divination/elementalism/necromancy techs give the adeptus units, but there's no real need to go any further up this tech line than that.
I believe that the ordo machinarum is due for phasing out at some point, I think Valkrionn's mentioned its removal a few times already, so spreading the religion for boosting the steamworks won't be a strategy to count on for much longer. That said, for this version at least it's a no brainer to go spread the ordo far and wide, it's a very good religion to have given that you're assured the holy city.
IIRC, you still need to tech to Alchemy or something for Refineries, which is on the magic line.
And yes, even if the Ordo is removed, I was basing it off of the current version. Because of the breadth of changes for the next version, it's going to require an entire new set of tips because the strategies will be so different.