RE: Let's Play Age of Wonders III: User Input Required
02-01-2015, 06:16 PM
(This post was last modified: 02-01-2015, 06:17 PM by Sai.)
The bribe is accepted. The outpost formerly known as Arberg is now ours. We can now give it a more suitable name, if we desire.
The only building in the outpost at the moment is a laboratory, which improves our research. We now have a choice as to what we want this outpost to focus on -
1) We can build a range of different structures, taking advantage of the short build times and low costs to the Tier 1 structures to improve its production, population growth, and mana generation. This would involve building first a Builder's Hall, then a Store House, etc.
2) We can upgrade exclusively the structures that aid research and mana production.
3) We can build the Dreadnought's Foundry. By the time that building is completed, we will have finished our research in muskets, and we can have our outpost train Dwarven Musketeers and Engineers (our supporting units, which reload our advanced machinery). This last option would probably be aided by building a few production buildings at some point as well.
Meanwhile, the capture of neighboring mines and magma forges has allowed our heroes to level up once again! Each hero has 5 points to spend.
For our Archdruid, it is probably worth selecting Healing (an ability which allows her to heal friendly units in combat at no mana cost) or Warm at Night (which grants cold resistance to units under her command).
Warbob Sexlizard has several viable options. Lightning Rod Banner gives all units under Warbob Sexlizard's command lightning resistance, Forge Aprons gives them all fire resistance, Wizard Hunters grants them all a little magic resistance and bonus damage to summoned units, and finally True Sight allows Warbob Sexlizard to see stealthed units (an ability which would combine well with the vision range upgrade also available to Warbob Sexlizard). The Tunneling upgrade allows Warbob Sexlizard to command tunneling operations, which go through walls underground and earn additional gold.
(Speaking of underground, there are actually two maps - a surface map and a subterranean map. Our Spy Drone has found an entrance to the underground several days to the north of our army)
The Reload and Repair abilities can be useful once we have machinery out, but even then it will probably be better to let Engineers do that rather than our commander.
The only building in the outpost at the moment is a laboratory, which improves our research. We now have a choice as to what we want this outpost to focus on -
1) We can build a range of different structures, taking advantage of the short build times and low costs to the Tier 1 structures to improve its production, population growth, and mana generation. This would involve building first a Builder's Hall, then a Store House, etc.
2) We can upgrade exclusively the structures that aid research and mana production.
3) We can build the Dreadnought's Foundry. By the time that building is completed, we will have finished our research in muskets, and we can have our outpost train Dwarven Musketeers and Engineers (our supporting units, which reload our advanced machinery). This last option would probably be aided by building a few production buildings at some point as well.
Meanwhile, the capture of neighboring mines and magma forges has allowed our heroes to level up once again! Each hero has 5 points to spend.
For our Archdruid, it is probably worth selecting Healing (an ability which allows her to heal friendly units in combat at no mana cost) or Warm at Night (which grants cold resistance to units under her command).
Warbob Sexlizard has several viable options. Lightning Rod Banner gives all units under Warbob Sexlizard's command lightning resistance, Forge Aprons gives them all fire resistance, Wizard Hunters grants them all a little magic resistance and bonus damage to summoned units, and finally True Sight allows Warbob Sexlizard to see stealthed units (an ability which would combine well with the vision range upgrade also available to Warbob Sexlizard). The Tunneling upgrade allows Warbob Sexlizard to command tunneling operations, which go through walls underground and earn additional gold.
(Speaking of underground, there are actually two maps - a surface map and a subterranean map. Our Spy Drone has found an entrance to the underground several days to the north of our army)
The Reload and Repair abilities can be useful once we have machinery out, but even then it will probably be better to let Engineers do that rather than our commander.