esvath
Apprentice of Erebus
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- Mar 27, 2008
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Xtended 5.0 Quick Guide
Disclaimer:
These posts are short guide explaining the suggested gameplay of each civilisation, their strength and weakness, and also synergy with Magic school and Guild. The posts were made based on Single Player, Monarch, Medium sized maps. I aim to make each civ play in unique way, somewhat resemble the lore and provide the game with asymmetry gameplay. Feel free to discuss!
NOTE: Some of the description in this quick guide is using version 5.1 which I am working on and maybe release it this week end.
Civilisations
Bannor
Bannor is a strong, huge empire. It focuses on military discipline and strength. Even their arcane units gain +2 strength from military techs, thus making military techs is a must for Bannor to research.
Each Bannor units start with armour of a kind, making them more durable than units of the same tier. They, however, require lots of yield, such as leather, metal or lumber. It is advisable for Bannor player to cultivate their units, focusing on quality rather than quantity. Of course, if need is arisen, Bannor can recruit cheap Fanatics to act as shock trooper. Beware that Fanatics have low defense!
Bannor has great synergy with the Order. They get extra unit: Cleric, a Disciple unit with Medic I-III, giving Bannor access to non magical healing rivalled only by high priests or Luonnotar.
However, Bannor following Order is difficult to develop magic. Order despises arcane research. Bannor adepts also do not start with one free promotion and do not gain XP by casting spells. Thus, it is advisable for Bannor player to either play low magic strategy, using limited spells and summons to help them win war, or deliberately ignore magic, only researching enchantments to help their empire's growth.
Malakim
Malakim starts with Lightbringer who can spread Empyrean to their cities in Turn 1. This means, Malakim can adopt Empyrean early thus gaining +1 happiness civilisation wide. They can also accumulate faith early. Considering this, it is better for Malakim player to beeline toward Ancient Chants and adopt a religion, preferably Empyrean. When devoutly following the Empyrean, Malakim can build Citadel of Light which shoot fire toward approaching enemies.
Malakim does not need road to connect resources and cities. This can be double edge sword for them. On one hand, it makes easier for Malakim player to access resources (as long as it is inside their territory, they will gain access) and create trade routes. Domestic trade routes will be automatically established if both cities are inside continuous cultural territory. Foreign trade routes will be automatically established if there is open border agreement and both civs share border.
On the other, no road means slower movement for Malakim units, even inside their territory. Malakim player needs to utilise mounted units for faster mobility, such as Carpet Rider, Camel Archer or Lancer. Yet again, no road inside Malakim territory also means that Raider civs also have to spend turns to reach their cities.
Elohim
Three out of seven Elohim units are Disciple, making Elohim is perfect for pursuing Altar victory. This is further enhanced by Elohim's series of unique buildings which provide extra priest slots and Prophet GPP. Elohim player might be interested in building their economy around priests and farming Great Prophet.
One of their units, Dovoveo, has +2 Life affinity thus opening a new strategy for mana-rich Elohim. They can rely on Dovoveo army to attack enemies and then cast Pacify to prevent retaliation during enemy's turn. Mana-rich Elohim also benefits from going deep in magic by unlocking their other unit, Shrine Maiden, down in Life magic school tree.
Elohim's biggest weakness might be in middle game, before they unlock Tier 4 units. During this period, other civs can strengthen their units using gear but Elohim can not because their Monks refuse to wear any. But of course, the Monks' humbleness open other ways to use the abundant yields like for potions or buildings.
Luchuirp
Luchuirp's main army is consisted of golems. While they are powerful, golems do not benefit from +2 strength from military techs, can not use gears and can not level up. Thus, in the long turn, golems will lose their initial benefits against high level, well equipped units. To keep up, Luchuirp player should focus on golem-related techs (usually in Civilian or Magic tech tree) and build lots of them. Quantity over quality.
Artificers help mitigate golems' weaknesses by boosting golems with powerful combataura. It is imperative to level up Artificers and attach at least one Artificer for every few golems. Artificers do gain free xp per turn but the best way to grow them is by weakening enemy units with golems and then allow the Artificers to deliver the final blow and farm the xp.
High tier golems are scattered all over tech trees so it might be impossible for Luchuirp army to host all types of golems. Instead, it is better to beeline on one or two types and build their army around these high tier golems. Adepts can help maintain golem army by casting Repair (but their Repair spell is not as efficient as Artificer's).
Luchuirp also has various UBs which will help their golems, all unlocked at Sorcery but each requires different mana type. Since Luchuirp starts with Fire mana, it is reasonable to expect Luchuirp golems to shoot fireballs in middle and late game thanks to Blasting Workshop. Other buildings provide other benefit, ranging from +1 move to increased strength. Combined with Artificers' combataura, these buildings can give boost to golems, allowing them to catch up with other civs' military strength.
Kuriotates
Kuriotates has unique economy with their Sprawling trait. Instead of lots of cities, Kuriotates will have several metropolises, with considerable distance between them. To protect these metropolises, Kuriotates relies on their unique units.
Homeguard starts with Homeland I, II, III, giving it +30% strength inside their border. Centaurs are mounted units with extra mobility thanks to their Sprint ability. Centaur Archer is both mobile and strong in defence, and should be the back bone of Kuriotates army in middle to late game. Considering the importance of Centaur, Kuriotates player might want to focus on researching mounted techs and build Ride of Nine Kings wonder.
With regard to religion, Kuriotates benefits from any and their culturally high level metropolises will increase the effects of any Tribute rituals, except the Fellowship one. Kuriotates have synergy with Mechant Guild, receiving unique Centaur Guard from the guild. Centaur Guards start with base movement of 3, making them even more mobile than their brethen.
Ljosalfar
Ljosalfar devotes most of its military prowess in archery units. Fyrdwell is one of few archery units with movement of 2. Flurry starts with Blitz and Marksman, fit to snipe weaker units in enemy stack. Unlike other civs which use archery units as city defenders, Ljosalfar's archers are capable attackers. Player might want to select Skirmish discipline to give extra mobility for Ljosalfar archers.
Ljosalfar has great synergy with the Fellowship of the Leaves. Elves are agile in the forest and can build improvements without destroying the forest. Many promotions for archers give further benefits when in forest. For guild, the first to unlock should be Ranger's Guild since it allows player to take advantage of Deer, an essential resource to unlock Fyrdwell. Ranger's Guild also increases leather and lumber yields, required to build most of Ljosalfar army.
While Nature magic will help Ljosalfar maintaining their economy and provide more muscle through various summons, Nature magic's lack of direct damage spells hurts Ljosalfar, especially during sieges. To mitigate this, Ljosalfar player should acquire another types of mana, preferably one that will not burn their forests.
Mercurians
To thrive as the Mercurians, player needs to prepare before hand. Pre-Mercurians, you need to build second city in good spot and build necessary wonders and buildings there. When this city is thriving enough, you can switch to Mercurians.
Mercurians has two type of units: human and angelic. Since their higher tier units are all angelic and have to be upgraded from lower tier Angels, the only way for Mercurians to increase their strength is by building lots of lower tier human units and suicide killing them, making them reborn as Angels. Thus, it is important for Mercurians player to build various military buildings, both to increase their military support and to give free xp to newly built units.
To gain further benefit from this strategy, Mercurians has access to Spirit Guide promotion through Herald (the unit) or Herald staff (the gear). Spirit Guide will transfer a killed unit's xp to other unit. Then that killed unit is going to reborn as Angel, with its full xp intact.
Disclaimer:
These posts are short guide explaining the suggested gameplay of each civilisation, their strength and weakness, and also synergy with Magic school and Guild. The posts were made based on Single Player, Monarch, Medium sized maps. I aim to make each civ play in unique way, somewhat resemble the lore and provide the game with asymmetry gameplay. Feel free to discuss!
NOTE: Some of the description in this quick guide is using version 5.1 which I am working on and maybe release it this week end.
Civilisations
Bannor
Bannor is a strong, huge empire. It focuses on military discipline and strength. Even their arcane units gain +2 strength from military techs, thus making military techs is a must for Bannor to research.
Each Bannor units start with armour of a kind, making them more durable than units of the same tier. They, however, require lots of yield, such as leather, metal or lumber. It is advisable for Bannor player to cultivate their units, focusing on quality rather than quantity. Of course, if need is arisen, Bannor can recruit cheap Fanatics to act as shock trooper. Beware that Fanatics have low defense!
Bannor has great synergy with the Order. They get extra unit: Cleric, a Disciple unit with Medic I-III, giving Bannor access to non magical healing rivalled only by high priests or Luonnotar.
However, Bannor following Order is difficult to develop magic. Order despises arcane research. Bannor adepts also do not start with one free promotion and do not gain XP by casting spells. Thus, it is advisable for Bannor player to either play low magic strategy, using limited spells and summons to help them win war, or deliberately ignore magic, only researching enchantments to help their empire's growth.
Malakim
Malakim starts with Lightbringer who can spread Empyrean to their cities in Turn 1. This means, Malakim can adopt Empyrean early thus gaining +1 happiness civilisation wide. They can also accumulate faith early. Considering this, it is better for Malakim player to beeline toward Ancient Chants and adopt a religion, preferably Empyrean. When devoutly following the Empyrean, Malakim can build Citadel of Light which shoot fire toward approaching enemies.
Malakim does not need road to connect resources and cities. This can be double edge sword for them. On one hand, it makes easier for Malakim player to access resources (as long as it is inside their territory, they will gain access) and create trade routes. Domestic trade routes will be automatically established if both cities are inside continuous cultural territory. Foreign trade routes will be automatically established if there is open border agreement and both civs share border.
On the other, no road means slower movement for Malakim units, even inside their territory. Malakim player needs to utilise mounted units for faster mobility, such as Carpet Rider, Camel Archer or Lancer. Yet again, no road inside Malakim territory also means that Raider civs also have to spend turns to reach their cities.
Elohim
Three out of seven Elohim units are Disciple, making Elohim is perfect for pursuing Altar victory. This is further enhanced by Elohim's series of unique buildings which provide extra priest slots and Prophet GPP. Elohim player might be interested in building their economy around priests and farming Great Prophet.
One of their units, Dovoveo, has +2 Life affinity thus opening a new strategy for mana-rich Elohim. They can rely on Dovoveo army to attack enemies and then cast Pacify to prevent retaliation during enemy's turn. Mana-rich Elohim also benefits from going deep in magic by unlocking their other unit, Shrine Maiden, down in Life magic school tree.
Elohim's biggest weakness might be in middle game, before they unlock Tier 4 units. During this period, other civs can strengthen their units using gear but Elohim can not because their Monks refuse to wear any. But of course, the Monks' humbleness open other ways to use the abundant yields like for potions or buildings.
Luchuirp
Luchuirp's main army is consisted of golems. While they are powerful, golems do not benefit from +2 strength from military techs, can not use gears and can not level up. Thus, in the long turn, golems will lose their initial benefits against high level, well equipped units. To keep up, Luchuirp player should focus on golem-related techs (usually in Civilian or Magic tech tree) and build lots of them. Quantity over quality.
Artificers help mitigate golems' weaknesses by boosting golems with powerful combataura. It is imperative to level up Artificers and attach at least one Artificer for every few golems. Artificers do gain free xp per turn but the best way to grow them is by weakening enemy units with golems and then allow the Artificers to deliver the final blow and farm the xp.
High tier golems are scattered all over tech trees so it might be impossible for Luchuirp army to host all types of golems. Instead, it is better to beeline on one or two types and build their army around these high tier golems. Adepts can help maintain golem army by casting Repair (but their Repair spell is not as efficient as Artificer's).
Luchuirp also has various UBs which will help their golems, all unlocked at Sorcery but each requires different mana type. Since Luchuirp starts with Fire mana, it is reasonable to expect Luchuirp golems to shoot fireballs in middle and late game thanks to Blasting Workshop. Other buildings provide other benefit, ranging from +1 move to increased strength. Combined with Artificers' combataura, these buildings can give boost to golems, allowing them to catch up with other civs' military strength.
Kuriotates
Kuriotates has unique economy with their Sprawling trait. Instead of lots of cities, Kuriotates will have several metropolises, with considerable distance between them. To protect these metropolises, Kuriotates relies on their unique units.
Homeguard starts with Homeland I, II, III, giving it +30% strength inside their border. Centaurs are mounted units with extra mobility thanks to their Sprint ability. Centaur Archer is both mobile and strong in defence, and should be the back bone of Kuriotates army in middle to late game. Considering the importance of Centaur, Kuriotates player might want to focus on researching mounted techs and build Ride of Nine Kings wonder.
With regard to religion, Kuriotates benefits from any and their culturally high level metropolises will increase the effects of any Tribute rituals, except the Fellowship one. Kuriotates have synergy with Mechant Guild, receiving unique Centaur Guard from the guild. Centaur Guards start with base movement of 3, making them even more mobile than their brethen.
Ljosalfar
Ljosalfar devotes most of its military prowess in archery units. Fyrdwell is one of few archery units with movement of 2. Flurry starts with Blitz and Marksman, fit to snipe weaker units in enemy stack. Unlike other civs which use archery units as city defenders, Ljosalfar's archers are capable attackers. Player might want to select Skirmish discipline to give extra mobility for Ljosalfar archers.
Ljosalfar has great synergy with the Fellowship of the Leaves. Elves are agile in the forest and can build improvements without destroying the forest. Many promotions for archers give further benefits when in forest. For guild, the first to unlock should be Ranger's Guild since it allows player to take advantage of Deer, an essential resource to unlock Fyrdwell. Ranger's Guild also increases leather and lumber yields, required to build most of Ljosalfar army.
While Nature magic will help Ljosalfar maintaining their economy and provide more muscle through various summons, Nature magic's lack of direct damage spells hurts Ljosalfar, especially during sieges. To mitigate this, Ljosalfar player should acquire another types of mana, preferably one that will not burn their forests.
Mercurians
To thrive as the Mercurians, player needs to prepare before hand. Pre-Mercurians, you need to build second city in good spot and build necessary wonders and buildings there. When this city is thriving enough, you can switch to Mercurians.
Mercurians has two type of units: human and angelic. Since their higher tier units are all angelic and have to be upgraded from lower tier Angels, the only way for Mercurians to increase their strength is by building lots of lower tier human units and suicide killing them, making them reborn as Angels. Thus, it is important for Mercurians player to build various military buildings, both to increase their military support and to give free xp to newly built units.
To gain further benefit from this strategy, Mercurians has access to Spirit Guide promotion through Herald (the unit) or Herald staff (the gear). Spirit Guide will transfer a killed unit's xp to other unit. Then that killed unit is going to reborn as Angel, with its full xp intact.
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