![]() The downside of this style of empire creation is that, while some of the choices you make can have a big impact, a lot of it is highly situational or under the hood, or more flavourful than practical. Your long-term goal might be to transform your empire's citizens into undead monstrosities themselves. Rulers, and the heroes you'll recruit later, represent the most powerful units in the game, and while they can benefit your empire by governing cities, where they really shine is in the tactical battles. Initially you're just selecting their physical appearance and starting weapons, but over the course of the game you'll find plenty of new gear and XP to bolster their power. If you pick a mortal champion it will be from the same species you just created, while Wizard Kings can be from any species. It's pretty obvious when it happens, so make a separate save there if you want to see both versions.Nearly as important is the creation of your ruler. You'll eventually hit a story branch (on the fourth map in both of the original campaigns) which affects how the story, ending and last couple of maps will play out. Your leader hero often changes between scenarios which also resets all the skill points on both heroes affected, remember to reassign them. Keep an eye out for a spell that allows you to summon random mount eggs as it's the most reliable source for them. Try to get flying mounts such as wyverns for as many of your heroes as you can, having a squad of flying heroes speeds things up immensely. Especially useful if you want to stick to one race.īeing aggressive tends to work better than turtling as the enemy usually starts with more cities and will out-produce you in the long run if you don't even the odds in time.ĭon't immediately reload if an essential hero dies in battle, all of your heroes have Resurgence in the campaigns, meaning they'll auto-revive at low health after every battle for as long as you win.Īrtifacts and levels carry over so getting as many as possible before finishing a map is a good idea. ![]() ![]() Some specializations have spells that change terrain so you can avoid disliked terrain penalties, such as Cleanse Lands in the Creation Adept tree. You can use Migration to change the race of a city to something more appropriate. Try to avoid placing a city for a race in disliked/hated terrain as its economy will tank badly. You can see what they like by mousing over the race's name in the unit panel. Faster healing = More fighting = More loot.Įach race likes one or more types of terrain and dislikes/hates two. It takes time for your units to heal from battle damage, but there are two ways to speed this up: Hero Skills (Archdruid and Theocrat have them) and having units in your army with healing abilities (like the human priest). If you plan to make use of a race's units and cities, it pays to be nice to their independent cities so you can earn more governance points. The game tracks your relationship with each race separately. It's most efficient to give each hero their own army as the army-wide buffs they can give do not stack with other heroes. You're not playing Civilization where you hit end turn until something happens, you should be constantly moving your armies around killing independents to earn EXP and collect resources.ĭon't forget to have scouts (you start with 1 or 2 units you can use for this) who can grab unguarded pickups, locate potential new city building sites and find independent cities for you to conquer/bribe.
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