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Post by NetherFreek on Jul 1, 2019 9:09:47 GMT
I've only completed the very first mission.
But these are some small changes (that aren't worth of a separate thread imo) I've noticed compared to previous games:
1. Archers don't have multiple tile ranges, instead they attack first. 2. To gain a second attack (60% chance) a cavalry unit doesn't need to kill the entire unit/legion, they only need to remove one bubble (line). 3. Dismissing generals returns 95% of all spend medals, instead of the 80% in previous games. 4. New aggression level system. 5. New city division over multiple tiles, like GoG but better. (not really small though) 6. Cards are expressed in their own diplomacy currency, meaning there may be more use of them than in previous games.
Please post below other small changes you've noticed.
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Post by Ralyks on Jul 1, 2019 23:44:51 GMT
I've only completed the very first mission. But these are some small changes (that aren't worth of a separate thread imo) I've noticed compared to previous games: 1. Archers don't have multiple tile ranges, instead they attack first. 2. To gain a second attack (60% chance) a cavalry unit doesn't need to kill the entire unit/legion, they only need to remove one bubble (line). 3. Dismissing generals returns 95% of all spend medals, instead of the 80% in previous games. 4. New aggression level system. 5. New city division over multiple tiles, like GoG but better. (not really small though) 6. Cards are expressed in their own diplomacy currency, meaning there may be more use of them than in previous games. Please post below other small changes you've noticed. I'll add my two cents, - Expanding on your first point, Archers will only be counterattacked (if the enemy survives) only by other archers. However, if they attack while being on ships, they will always be counterattacked
- Population penalties are way more harsh than before, as your population isn't actually the limit where you commence receiving penalties, but your real population limit. There are 4 "status", these being:
- Peacefull: you get 120% income, status applies if your population is between (and including) 0% to 39% of your max population
- Defensive: you get 100% income, status applies if your population is between (and including) 40% to 59% of your max population
- Aggressive: you get 70% income, status applies if your population is between (and including) 60% to 79% of your max population
- Crazy: you only get 30 % income, status applies if your population is between (and including) 80% to 100% of your max population
- Expanding on your third point, if you're not planing on spending money early on, buy cheap gens asap, they will level up and help you out get 3 stars in campaign. For a 100 medal general, the value it can provide for just 5 medals is absurd. Sell only when out of space for a better replacement
- Research scrolls now also serve for technologies, not only Strategies, so consider both sides first before spending them.
- Strategy doesn't need to be researched first to be used. You can immediately use Strategies, and several at once, but now they will go on cooldown once used. Philosopher and Consul are required to reach more advanced Strategies, and these technologies are both cheap. Strategies are more valuable/useful now than in EW6
- Forced March was heavily buffed. Before it just doubled movement speed for a single turn. Now, it allows a troop to move -> attack -> move -> attack on a single turn. And its price is cheap. Very effective if used on cavalry due their chance to reset attack
- Fire (triggered by Arsonist Strategy) burns for 5% of the troop's max hp, but doesn't damage buildings. If you cause the fire and you step on it, it will damage you. It lasts for 3 turns (so ticks thrice). Same damage than plague but cheaper and half the cooldown, you don't need enemy to be within a city to hit him with it, but you need to hold him still
- Morale boost raises raw damage output by almost 20%, worth purchasing for a duel or tough siege, as it can make the difference
- Level up raises max hp by 9, min and max raw damage by 2 and armor by 1. It also heals, but either its bugged or has some random number to it. Managed to get healed by 10 to then heal on the next level up only by 6... Strange
- Due to the changes in population and taxes, except for troops that will carry heroes, prefer 1 population troops way over 2. The stat difference isn't big and that difference is paid with their higher price. Light infantry and Bowmen are my suggestions
- Max level for generals is 45
Going 2 bed now, hope this helps I'll try to add more tomorrow after work
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Post by Ralyks on Jul 2, 2019 16:52:43 GMT
Round two: - Cities do not recover any hp if there's any enemy nearby.
- Cavalry will not have any chance of reseting if they finish a building, it only has the 60% to reset if it kills any unit within a battalion (for example, unit has 3 dots and you damage enough to end the third one). It can only reset once per turn.
- You can cast Strategies anywhere, you're not limited to a range like in previous games
- Troops can sail and move on the same turn, sailing - unsailing costs 6 movement. Moving through water costs 3. If troop has 9 movement or higher, it can:
- If on boat, if being 1 tile away from ground, disembark and move an extra tile. If being 2 tiles away from land, it can reach the shore and disembark.
Else, it can only set sail or disembark if it was just by the sea/ground. This seems not common, but it very noticeable when it happens, giving you an advantage or capping you, as not reaching by 1 tile or fighting on sea against on land troop are situations that are better be avoidable. Quick recap of troops movement: 9 or higher: All cavalry, auxiliary infantry, light infantry and slinger 8 or lower: Swordsman or better, Bowman or better - Crossing a tile that has a river costs 6 movement. This causes the same behaviour as the previous point with embarking-disembarking
- Morale drop lasts for 3 rounds, same for morale gain.
- Change google play nationality if you're Euro-European and willing to spend money, to save some bucks (?)
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Post by Ralyks on Jul 2, 2019 18:28:13 GMT
Round 3, and the last one for a while (I want to focus a bit on playing and progressing, rather than testing and figuring out stuff and numbers), as I just finished Punic Wars with Romans, Im really behind - You can train a troop, and it will be unable to move that round (like in previous games). However, in the next turn, you can add another troop to it, move it out, and train another troop. This mean that for every barrack/city, you can effectively train 3 troops in 2 rounds, really effective for defending emergencies or when having plenty of resources.
- Plague can only be cast over the city's core if you have vision of it, and when done, it will cause plague over the city and its buildings. This will make the city non-focuseable for other strategies that turn, however, if there's a unit with big health (like elephant, 3-4 size troop or general) in a building of that city, you can also cast Arson on that tile (in the same turn), effectively reducing that troop's hp by 10% every round for 3 rounds. Its 240 hp out of a 800 hp unit, and considering the first chunk damage is the most painful to deal, as that enemy will attack and counterattack stronger, its even better.
- Archers are just too good at city defence, they counterattack for some decent damage (hidden bonus damage?) and when they attack, they will not get counterattacked, except by other archers, but archers do less damage when attacking in siege, so you have the upperhand here as well. You cant go wrong with them
- Building self heal if there is no enemy around. But it differ from previous games, as you don't need to place any troop on a building/city to heal it. Stationing a troop will not increase healing rate (which is very low, like 5%?)
- If you're about to win, before performing the winning move, have your heroes finish off any low hp units, this will grant them extra free experience. Experience mechanic is present in only some ET games, so its not something really new, but it just good reminder.
- Hannibal is op
- No srsly, that son of a b* is really strong
- When capturing a city, if there's any enemy standing on any of the buildings, you will not get it, even after defeating that troop, so you have to place a troop over it to claim it. So before taking a city, try to clear as many buildings from enemy troops as posible.
- Did I mention how absurd Hannibal is?
- If you place a troop on a healthy building/city, and attack, it will not be counterattacked for reduced damage shared with the building, building will be untouched and troop will receive all the damage. If your troop is defending, then yup, damage is reduced as building takes damage too.
- If any troop gets confused, you can rescue and re-position it using Oration, that will allow him to move. Else he will be heavily focused next round and die without even offering resistance, which sucks
Hope this helps
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Post by Ralyks on Jul 14, 2019 19:52:29 GMT
I've been bit inactive lately, IRL things getting me out of this, apologies. Last round, focused on buildings, I'll be editing in if I find more: - Adding troops to a single squad is now worth it, not like previously. Price doubles, but hp doubles, and you get a small attack damage bonus, and armor remains the same. Meaning two sized 1 soldiers will be more useful only sometimes than a single 2 sized soldier. Bonus seems to be a flat number depending on the troop rather than a % bonus. For example light infantry gets +3/+5, while auxiliary infantry gets +3/+4
-2 1-sized soldiers pros: Can do 200% damage in a same turn, but risk receiving 2 counterattacks (except using archers, finishing enemy or attacking building). Can block enemy movement more effectively. Can surround a foe thus lowering its morale. -1 2-sized soldier pros: When attacked and the first soldier dies, he will still counter attack, not happening with 1-sized soldiers. Can do ~108% damage in a same turn, but can only be counter attacked at most once. Will block less allied troops, specially useful when having limited mobility or army with different speeds. When having to kill a single tough guy (elephant or general or siege), this will outperform the 2 1-sized troops. - Buildings such as Mint ("Increase the city's economy output by 25%) or Villa ("Increase the population of the city by 50%") not only affect the city and its surrounding buildings, but also other special tiles in its area, for example shipwrecks (that give 5 coins and 2 culture) or villages (that give 2 population). For example, that last one would be raised to 3 pop for each one. Description is kinda deceiving.
- Buildings can be built and they'll do the work defensively on that same turn (before it was a construction tile), blocking path and sharing damage if a troop steps on it, but it will not work until the next turn. Meaning a barrack cannot be built and train in a same turn and a defence area will not give the attack of the troop that is on it for that turn. If a building is built, dismantling it will not recover you any resources, even if it was built that same turn. Dismantling buildings occurs instantly.
- Buildings can be upgraded (and cities too), but their hp raise will not be noticed until the next turn. If the upgrade is cancelled, you will be refunded entirely.
- Secondary building is built immediately and can be used that same turn. For example, if you build an Archery Range, you can train a Bowman that same turn.
- Cities offer good defence due the high amount of hp they hold, I made a simple table showing the buildings and their hp. Defence Area is specially good, not only due its almost double health and lower cost, but also increases damage output and if you grab 10% damage dodge, makes it even better (which is the upgrade I suggest)
Reminder that a building can be destroyed and rebuilt in a same turn to level 1 to restore its hp, this makes a big difference when having trouble defending, as buildings cant be repaired if enemies are nearby like in previous games. But remember you will not get the attack bonus for that turn as explained in point 4.
- Amount of buildings that a city can hold is exactly the level the city is. Meaning a level 1 city can only hold 1 building, while a level 6 city can be fully surrounded by buildings.
- Buildings can be upgraded to level 2 once the city is level 3, and to level 3 when the city is level 5. Secondary buildings can always be built.
- Only one instance of each building is allowed, for example, of Industrial Area, until city reaches level 4. City level 4, 5 and 6 will allow 2 identical buildings.
- There can only be one unique secondary building for each city (i.e. Mint), no matter the city level.
- If archer attacks a ship, it will only counterattack if the ship carries archer (I was expecting no counterattack ever, as archer attacking from ship will always be counterattacked, thus not applying the range advantage)
- The 2 units-same barrack trick can be extended to 3 troops with Forced March. How to do: have one troop over Military Camp (can be the one recruited on previous turn), recruit a second troop for that legion, move it out. Come in with a legion, give it another troop, use Forced March and get it out the Camp, come in with a third troop and add another troop (or simply recruit a single troop). 3 troops on a same turn. I used the 2 troops trick constantly in the Illyria Conquest and thanks to it, was able to hold the ground.
- Conquest will have allies and enemies join in at x turns. Like on previous games, you can pay to accelerate/elongate them from participating for 2 turns each time, but it adds semi-active countries. In Punic Wars, each side will have one, in Caesar Time, each will have two. You will be asked every few turns if you want to pay the enemy's semi-neutral to avoid them joining against you, which raises the chance of them remaining inactive. For your semi-ally, its different, you can only access it through Diplomatic Relations screen (at the bottom always), and if you pay once, you will start the bar, which will fill slowly after each turn. You can pay again (and even two payments at once) to speed it up, but it gets pricier, as price scales up with the amount of times you paid that country.
What else can I say?
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Post by Ralyks on Aug 4, 2019 22:57:22 GMT
Okey, few more I've found while playing Conquests. - IA can use Oration, Arson and Training tactics
- Stepping on (if enemy) or owning a wonder will grand you a big range of vision (+0, +1, +2 or +3, depends on wonder). It does help out as vision is lacking in conquest and they're usually close to the city that owns it.
- IA that you have to pay works differently in the first campaign than in the second one and third one. In the first one, a one time payment will activate their timer and will continue on its own until the progress bar fills. You can pay again to speed it up. In the second and third, you have to do 10 micropayments in order to join (80 coins and 40 industry). You cant do more than two per turn, but doing two at once will be also bit cheaper (150 coins and 70 industry) than doing 2 single payments.
- Not accepting a resources demand will not mean they will instantly get against you. Paying will guarantee not becoming enemies at least until the next payment, that will occur in 1-5 rounds. You cannot receive more than a payment request per turn and it'll be based in your income. The stronger income you have, the higher the demand will be, sometimes it will slightly exceed your income. They will request all 3 resources, while if you pay for a neutral country to join, it will not require knowledge.
- Paying for an ally to join in earlier or an enemy to do it later is often not so good. Not only you will spend your resources for it, but you will remove their protection earlier, meaning they'll have less or more resources (depending if its an ally or enemy respectively) compared to not paying.
- Using autocalc will not pay for demands whenever they come from neutral countries. Unlock tactics and use the ones mentioned above if there's spare knowledge, so besides missing some useful skills like Destroy (or Forced March if you have access to it) it will use the other often worse. It will also prefer to train troops rather than upgrade cities, often quitting soon over peaceful and defensive economies. It is optimal to stay peaceful and share your extra economy with other peaceful countries. Player still is far better than IA though IA was improved
- On conquest, excess industry is a 24/7 situation for not only you, but all IAs. Consider building trenches or whatever you consider best upon every movement posible (at least for commanders). 10% free damage reduction is welcomed
- Hannibal is op
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