So what would you pick for two bouns and why? Name of your kingdom and background would be nice too.
Way I see in long term, I find that Defense and powerful is good bouns. I set color blue and white but brown on roof, LOL!
I am curently running Canaille whose adherents belong to the second kingdom and whose leader is the Wandering Man; gray and lighter gray. I have accepted the vulnerability trait and so get three bouns: Adepts, Civics and Legacy of Serrane.
Thank you posting! Oh...vulnerability? anyway hmmm, is there some sort of bouns you get by adepts or civic that I'm not aware of? because I though we could get those tech adepts or civic in game, only little longer than start out, while I pick bouns that are not easy get in the game....Legacy of Serrane might be good, if you try to win ally or doing end quest or spellmaking, but useless if couqer end game. That's make me think if I should pick Serrane, but I'm not sure how useful is that? I learned about those trader travel, it's said upgrade road making, if they killed, do they start over or keep going to upgrade?? i wonder..
At the moment I feel creating my own races are rather "overpowered" compared to the computer races, so I have run a lot tests with playing the created factions so far, So far I tend to like powerfull, the naga master or whatever that is called, and the ability to build units quickly (because unit upkeep is based on unit cost, so the Racial perk to halve your units building time also allows you to have a great number or units... Or I am mistaken again... Hmm time to test that!!
I usually pick the 2 vulnerabilities: Vulnerable and Stupid (or whatever the penalty to research is called)
Sry for the half a post, but my time is limited, Ill come and clarify in some time.
Sincerely~ Kongdej
Ok, back to detailing the last post abit more.
I think the technological abilities: Adepts, Civics, War Machine, Builders, Wanderlust, and Warriors.
I think those abilities are rubbish, since they add something of around 30 research points of value total, and nothing else ATM in 0.86 (as for what I noticed) and I think they need some kind of improvement, I do like the Idea of starting tech depending on the Racial statistics, that would be a cool addition, and make all factions abit more interesting, and especially when customizing.
Other Rubbish abilities IMO:Heroic (double gold and xp reward from quests)Slavelord (add around 8-10 max population to your important cities, and gives growth bursts in capital when you raze cities)Guile (50% more diplomacy points)Thats about it, Slavelord would be better if razing cities wouldnt make the fertile land the city was build on into rubbish land.Diplomacy points is just rubbish ATM, will probably be worth alot more in further beta's.
I think mediocre abilities Include:The Decalon: (10% more research)Death Worship (gives 4 spells)Master Smiths (Armor and Weapon costs half the normal production)Defensive (Units have +10% bonus to accuracy, defense and attack when defending cities)Enduring (Trained units have 10 more armor when under 50% hitpoints)Quick (All trained units get +3 dex, and +1 initiative)
While these may be subjective to my play style, I find some of the Death worship spells to not be functioning at all, and decalon is easily replaced with proper unit upgrades from racial traits.Master Smiths are just a plain rubbish version of "Endless Legion"
The abilities I usually would pick between:Powerfull (All trained units gain +2 Str and Con, but costs 25% more)Lucky (All trained units gets +3 accuracy and dodge)Serpents Pact (Unlocks special units dependant on the upgrades u find) (this one is just mostly for fun, and not feeling those upgrades are a waste)Endless Legion (Training units is done at half the production costs)
Dont know what the "Aura of Commerce" Spell does yet, so cannot vote on "Legacy of Serrane" (Gives 3 diplomatic capital when a caravan reaches a city, and gives Aura of Commerce spell)
Weaknesses:Uneducated (A 10% Penalty to research)Well Ill live with that If I have superior troops.
Vulnerable (All trained units have -5 spell resistance)Well I can't be bothered, Spells are not such a problem since usually damage spells doesnt care much for spell resist, and not alot of combat control spells for some reason.
Weak (All trained units have -2 constitution, dexterity and Strength)Probably the most significant penalty, but can be countered by using alot of ranged units in your army, so if you focus magic stuff this is a trait you can live with. This is my favourite Weakness due to it actually AFFECTING my gameplay somewhat, the others are just like "huh, i dont care".
For weaknesses, I usually pick both Vulnerable and Uneducated for most of my custom races when I created them, Dunno if it is a bug that I can pick all 3 weaknesses for some reason.
Will test "Endless Legion", "Powerfull" and "Legacy of Serrane" then come back with a final post.
Seemingly "Aura of Commerce" is and enchantment for 15 mana and 1 mana upkeep that increases gold production of enchanted city by 10%, that is Nice enough in itself, moving "Legacy of Serrane" up to mediocre abilities, or somewhere between mediocre and strong.
Endless Legion hits the upkeep costs for your units (hosted a game as a normal faction (Altar) and created a scout and a militia (made sure they had the same traits), and then one as "Umber", and going to post the upkeep for those units:Militia: "Altar": 1 Gildar per turn, "Umber" 0.6 Gildar per turn.Scout: "Altar": 1 Gildar per turn, "Umber" 0.1 Gildar per turn.
I did not notice a Difference with the "Powerfull" trait (trained units have +2 str and con, and take 25% longer to create)"Ythril" have a "Militia" for 1.0 gildar per turn upkeep, and "Scout" for 0.6 gildar per turn upkeep.
Ofcourse this raises "Endless Legion" up to a "Must Have" in my book.
I used to play with Endless Legion and Mastersmiths a lot ... (much, much cheaper units )
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As for the new traits, well they aren't all out yet ... but the new Slavelord looks pretty cool!
I like the ability to train slave units
So hmm ... probably my new custom races would be something like Slavelord + X
with X being either Master Smiths, Death Worship, or Serpent's Pact
Thank you for hint! That's make me rework with my kingdom.
I am a spendthrift. This is the reason I pick "Legacy of Serrane" and "Adepts." Legacy of Serrane gives you the "Aura of Commerce" spell which increases your gildar by 10%. This is especially important to me in the early game when I am always short on cash. Adepts is also a spendthrift phenomena. The "Aura of Commerce" spell uses up 1 manna per season in addition to have the initial manna cost. In order for me to afford to cast "Aura of Commerce" on my initial city I need an initial operating shard; hence, the need for "Adepts." "Civics" gives you the ability to create inns. The primary reason I want inns is because I have trouble beating General Corrodius to completion of the Great Mill and inns will boost your city growth rate. Other than that I love having Corrodius in the game. He is always friendly and has never attacked me.
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