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What sovereign and kingdom do you make?

What sovereign and kingdom do you make?

What sovereins and kingdoms do you create? Why?

 

My Kingdom:

I usually take Mancers race for my kingdom for their mobility. Take "Archers" for better bows, "Enchanters" - for 2 staffs and Skrying pool to get additional essense. I also take "Quick" for more initiative. Then I always take "Lucky" but now may reconsider... What may be better?

The best drawback seems "Uneducated" because it could easily be compensated.

 

My sovereign:

I take Earth and Water apprentices for city enchantments in production and research. But now I think to replace Water with Life to get better growth and expansion from start.

Then I take +3 to Attack talent, Tactician for better initiative and Wealthy to buy equipments and Non-aggression pacts from other sovereigns.

Most of all I used Clumsy drawback if I prefer to use a bow. But now I'm going to use melee and may think to choose Cruel or -20 Spell resistence. Perhaps Cruel is better since +5 Unrest is not that much and may be compensated by many factors.

I choose Armorer speciality. Though I prefer archers, most of my heroes are armed with melee weapons and Armorer definitely helps.

 

What traits and specialities do you choose?

40,369 views 28 replies
Reply #26 Top

Others have listed all the top Faction Traits already: Enchanters, Wanderlust, Master Scouts, Lucky. Quick and the Decalon are also decent choices.

Personally, I like Binding a lot and usually take: Binding, Scholars, Enchanters, Master Scouts. No Armor as a malus.

Since this is a forum, everybody can argue about the top race, but honestly, it's not really a contest. Mancers have +1 move and you can give any unit roadbuilding for free.

That being said, I have a weak spot for Wraith, and usually play with them.

My Sov is almost always a Mage, so I pick Summoner. Warlock isn't enough of a boost, as casting damage spells is too expensive mana-wise, especially in the early game.

The other traits of my Sov vary. Procipinee's Crown is very strong on a Summoner. I almost always pick Brilliant, since the Spell Mastery is very useful. I tend to pick the No Healing as a malus, as Wraiths can heal quite easily.

About the exp traits: Potential is only worth it if you are planning on leveling a lot with your Mage Sov. Knowledge is good for your Sovereign.

Brilliant, again, good for a Mage Sov, as the Spell Mastery helps. General as a profession is pretty good if you do not like the specific styles of play the other (top) choices require.

Reply #27 Top

Quoting NeoNick7, reply 21


Quoting webusver, reply 20
So all EXP traits are waste of efforts since 50% increase of exp is't worth even 2 levels. Also if there is an exp cap, then its also a waste.


Ouch, this sound like a really bad talent. If +50% is less than 2 levels, +25% should be less than one level - and thus never catching up with the lost feat.

When I sum up the Xp-bonus from taking +25% (mage talent) at lvl 2, the benefits for levling four levels 2-6 is (37+54+74+97) x ,025 = 65 Xp. The 65 extra Xp doesn't push the mage into the next leve (294+65= 359 is lower than the lvl 7 requirements) - meaning the trait isn't worth it and never will be. Surely I must do some miscaluation here? There cannot be a trait that is worse having, compared to not having it?

EDIT: deleted an incorrect conclusion.
End of NeoNick7's quote

A +25% experience talent will "break even" at level 11. However, that is deceptive because you break even at times before then. For example, when you get to level 6.5, you will have enough experience to make level 7. So you will break even for a while but lose the advantage when the non-25%er would have hit level 7. But you get the advantage back and this time a little sooner, around level 7.45 and so on until you permanently "break even" at level 11. After getting to level 11, you probably won't ever permanently get ahead two levels, but you will continue to level sooner so at times you will be two levels higher and at other times only one level higher.

Furthermore, Level 11 is merely the level you (permanently) catch up on your lost talent. However, you are a full level higher and that by itself is worth something. So, if my sovereign is a mage with knowledge (+25% research bonus) available, I think it's worth picking. However, I wouldn't pick it for a champion unless I anticipated on leveling him into the teens.

Reply #28 Top

I modded in faction traits to start with the other technologies.  I have one Altarian faction that starts with leatherworking, Restoration (for workshops) and Knowledge (for studies).

I also have a Kingdom-allied Krax faction that starts with Leatherworking and Defensive so they can push out hoplites right from the start.