Hyreon
Chieftain
- Joined
- Feb 22, 2020
- Messages
- 29
This scenario is MP ready, and includes a civilopedia entry on every relevant detail. I'll give a brief over here so that you at least know what you're getting into, but it's mostly just an abridged version of the civilopedia entries. If you notice any bugs when you play through, please let me know!
Spoiler Tech Trees :
The tribal tech tree, as viewed by the Backclaw mid-way through the game:
Mercenary tech tree, as viewed by the Backclaw at the start of the game:
Colonial Tree, as viewed by the Estivas at the start of the game:
Spoiler Unit Tree and Combat :
Spoiler Mercenaries :
Mercenaries are the bread and butter of just about every faction's army. There are five of them to choose from:
- Defenders (on tundra) have more defense than offense, which is incredibly rare for this scenario. At high levels they also get bonus HP, making them formidable even offensively.
- Rangers (on forest) have lethal land bombard. They are incredibly fragile in direct attack and defense.
- Boarders (on plains) have absolutely incredible offensive capabilities and the ability to run amphibious assault.
- Assassins (on jungle) have invisibility, and eventually get all terrain as roads and stealth attack.
- Cavalry (on desert) have higher mobility than most units and have better defense than the other options, especially towards the start.
Spoiler Rogue Mercenaries :
If you do not have the correct resource to build a unit, that's okay: you can build rogues in their place. They have hidden nationality and are a level behind, but otherwise function exactly the same as the base unit. Having the resource just lets you identify your troops, upgrade your units, and build units one level higher.
Spoiler Hybrid Mercenaries :
Every single pair of units has a hybrid; for example, there exists exactly one assassin-cavalry hybrid, the Robber. These are only accessible to mercenary factions. Hybrid units take some tech and resources to unlock and aren't the strongest of units, but are incredibly cost efficient and allow you to diversify your army. You know, before the game is over.
Spoiler Specialist Units :
Every mercenary branch on the tech tree also unlocks a single specialist unit that fits the playstyle and expands your options. The stealth tree, for example, unlocks hideouts that can transport one unit, but are themselves immobile and must be airdropped from a city. These are invisible, allowing you to turn any unit into an invisible one! They also remain invisible even when spotted, because the game does not reveal who is inside a unit, and can defend the tile. This is the most unique specialist unit; most of them have fairly mundane abilities.
Spoiler Non-Mercenary Units :
The non-mercenary factions can build mercenaries, but they have access to their own units.
- Both of them have either the recruit or the soldier, a cheap and basic unit.
- The Formatan Revolutionary's general is their king unit; it has an upgrade path which grants it all the abilities of all the mercenaries, but even better stats than them.
- The Estivan inquisitor can convert opponents to their side.
- The Illicio elite has decent all-round stats and a great deal of unique abilities that help them control their territory: zone of control, detect invisible, airdrop, and defensive bombard, to name a few.
Spoiler Factions :
Spoiler Mercenary Factions :
The 5 mercenary factions are the Pirum, the Disciplio, the Archcrafters, the Backclaw and the Siphasi.
- Start with access (but no progress in) the tribal tree, unlocking basic buildings and functions
- Start with two techs for their mercenary type, allowing them to quickly unlock the rest
- Can never* unlock colonial tech
- Has guns
Your best bet is to run the time out and win through score.
Spoiler Foreign Colonists :
The 2 foreign factions are the Estivas and the Illicio.
- Start with the complete tribal tree
- Start with no mercenary techs but access to them
- Has a cheesy teach lead in the colonial era
Spoiler Revolutionaries :
The 1 revolutionary faction is the Formatan.
- Start with access to (but no progress in) the tribal tree
- Start with no mercenary techs but access to them
- Start with no colonial techs but access to them
- Start with a unique general unit as your king, rather than a squishy defenseless figurehead
- Start with fascism, a government that encourages you to burn everything to the ground and helps you to do so
I'd appreciate any feedback you have, and I will reserve some space for when I do fill out all the relevant details.
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