2/ Technology development doesn’t flow and you end up having to jump around and research things just so you can get to the next. 1/ Tutorial is very vague and I often find myself giving up hope of finding what I need to get were or what I want. You do get expansion disapproval, like any other faction. I went looking for a good strategy game and was reading reviews that rated Endless Legend (EL) highly. If you do #2 and have multiple Cultist cities, all of them can level up their center/districts to 3. Trade is basically a non-factor for this faction. Originally posted by Gilmoy:Cultist almost never gets a trade route. You do get expansion disapproval, like any other faction. Actually, you could probably offer a truce yourself and demand a city of your choice, and the AI might accept. It usually chooses a city that is disjoint from you, so you may have to force its hand by razing N-2 of its cities except its capital and one adjacent to you. It might offer a truce, and gift you a city (and that city's region). Beat up an AI so bad that its mood changes from "leery" to "terrified". This requires that you have 1+ other players still adjacent to your region, since roadways/trade routes don't traverse neutral regions.Ģ. Level him up enough, then make him administrator of your only city. Their top-tier faction hero skill is "allow trade routes even in war or cold war". There are two ways Cultist could get a trade route. Yeah.Ĭultist almost never gets a trade route. Just pay to break your cell phone contract then you can sign with a different. Vici Gaming is an esports club founded in 2012. Sometimes you want one bonus for early-game, and later you find the ideal candidate for the midgame. They have DotA, DotA 2, Starcraft 2, and League of Legends teams. You can also change an assimilation it just costs more influence. You can also assimilate right away, and then gradually convert more villages of the same race, and your bonus will go up with each conversion (to the max of 5). (The world is your region!) So if you have a pacified Kazanji in your region, and you later convert 3 other Kazanji villages (even if they're in 3 different regions), then you have 4 total, and assimilating them would give you +5% influence * 4 = +20% influence. Each minor race's assimilation bonus counts all minor villages that are physically in your region, plus all converted villages, anywhere in the world. (in fact, the game will nag you about this with pop-ups) You can immediately assimilate the village's nation. Your city instantly gets +1 pop per conversion. It gets sight radius 1 (or 0 in winter).Ĭonverted villages count as if "in your region" (no matter where they are). Garrisoned units cost no upkeep, as usual. You can park any of your units there, including your Cultist units. It gets a garrison (of the same size as your city garrison). Definitely recommended At the start of each game, each faction begins with a settler unit to establish their first city and region. It gathers FIDSJ (J = influence :) in its hex, and the 6 adjacent hexes, but clipped by the region boundaries. Every converted village, anywhere in the world, even within an enemy empire (at war with you), acts like a mini-city you own. Cultist conversions are fun because they're a unique mechanism.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |