Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Edgar Allen Ho
Apr 3, 2017

by sebmojo
The Rome 2 mini campaigns are well liked. The Ham ones just have practically no replay value since they’re heavily scripted with just one playable faction.

Adbot
ADBOT LOVES YOU

feller
Jul 5, 2006



sorry people don't like the thing you like :shrug: don't take it personally

420 Gank Mid
Dec 26, 2008

WARNING: This poster is a huge bitch!

Senor Dog posted:

sorry people don't like the thing you like :shrug: don't take it personally

I also ignored the page where a bunch of people talked about liking it lol

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Did the kharibdys patch add some more optimisation? The vortex campaign at least seems to be running much faster then I remember.

Hunt11
Jul 24, 2013

Grimey Drawer

Senor Dog posted:

sorry people don't like the thing you like :shrug: don't take it personally

Considering who that picture was directed at it was completely justified.

SHISHKABOB
Nov 30, 2012

Fun Shoe
edit: haha wrong thread

SHISHKABOB fucked around with this message at 06:10 on Jun 23, 2018

toasterwarrior
Nov 11, 2011

NoNotTheMindProbe posted:

Did the kharibdys patch add some more optimisation? The vortex campaign at least seems to be running much faster then I remember.

There was definitely some optimization, or at least stability fixes, that were included in the Norsca patch. I usually had to be careful with switching from real time speed and slo-mo speed because the game could crash in battle if the armies were big enough and sound popping back in and out was a strain on computer resources, but I haven't had a crash since despite fighting some fuckoff huge battles.

Hungry
Jul 14, 2006

So if Hams 3 is going to include the Chaos Dwarfs, what's the odds on old style Big Hats vs. those more menacing and serious Chaos Dwarfs from Tamurkhan The Throne of Chaos?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Sadly they'll almost certainly be the same as the ones the chaos cannon crews get.

Hopefully someone will mod them in

Vlex
Aug 4, 2006
I'd rather be a climbing ape than a big titty angel.



I loved my WElf ME campaign, since after I consolidated Athel Loren I was able to be World Police. I would send attrition-immune doomstacks to flashpoints around the map and keep all the main Good Guy factions in business.

When chaos finally showed up, they faced a fully united old world without beastmen, skaven, greenskins, or vampires. Didn't make it out of kislev. Then I allied with Lothern and got a World Tree victory through the huge amber gain. Was fun.

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues
Wood Elves are an amazingly fun race to play as, at least for me. The big issue is the game never really says to you "Go be aggressive because your best income actually comes from razing" so people feel like they're stuck with one army while trying to slowly build up when in truth you want to smash the encroaching Beastman horde at the start as fast as you can, and then start razing then settling places. When I tell people (as I always do) "when you get Durthu send him to Norsca" it's not merely as a fun thing to do, it's a fantastic financial investment!


Vlex posted:

I loved my WElf ME campaign, since after I consolidated Athel Loren I was able to be World Police. I would send attrition-immune doomstacks to flashpoints around the map and keep all the main Good Guy factions in business.

When chaos finally showed up, they faced a fully united old world without beastmen, skaven, greenskins, or vampires. Didn't make it out of kislev. Then I allied with Lothern and got a World Tree victory through the huge amber gain. Was fun.

Yeah the big thing about a WE campaign is by the end you're way too strong, everyone (still alive) loves you but you can end the entire thing at your leisure and say "Okay campaign's over" by bashing a horde of idiot Beastmen to death with your ridiculously powerful troops in a big final quest battle.

Ra Ra Rasputin
Apr 2, 2011
I feel like the auto resolve is always going to feel wonky until they add a way to prevent any single unit from dying outright if the auto resolve odds are in your favor, let the auto resolve chunk the unit down to 10%, but then move the rest of the damage onto your other guys until nobody else can take it and then start killing off units.

Playing this again and it's rather annoying having to manually fight every 20 vs 6 garrison battle because I'd lose my best front line troops where if I manually fight I'd lose 5 to the garrison and 10 to friendly fire.

John Charity Spring
Nov 4, 2009

SCREEEEE
Autoresolve got tweaked a lot for this new version and it seems generally better at not killing your siege weapons all the time now (not consistently but more than before). On the other hand it's way harsher than before as well, and you will far more consistently lose units or take huge casualties in fights that previously wouldn't have posed a problem for autoresolve. Almost every siege now has to be manually fought, especially if you decided to play as Skaven or something. I mean look at this:



I fought the battle manually and took almost no casualties, naturally. I imagine this is affecting the AI even more because they don't have the luxury of fighting battles manually to get around the unfair matchups.

botany
Apr 27, 2013

by Lowtax
army on the left, army on the right, fifty-fifty

Frog Act
Feb 10, 2012



Anbody got some wood elf tips? I'm having a really hard time with them. I just beat everyone as Skarsnik on normal and I'm trying to do the same thing with Durthu and I can't seem to get any inertia going. Should I go to war with other elves or with the dwarves and poo poo in the surrounding mountains and / or brettonia?

Also, amber: how does it work exactly? If I raze a settlement that has amber, it eliminates the resource even if I colonize it, right? So I should "nourish the worldroot" or whatever whenever I burn down a foreign settlement? Because I'm gonna need a LOT of amber if even medium tier elf units require it, like the wardancers who I get the sense will be great on flanks and stuff.

If I start over as Orion (so I have to spend amber on forest spirits instead of elves, which I feel like I can use more sparingly since mainline infantry as 24piece monsters is weird/a little difficult for me) will I be able to confederate and snag Durthu as a useable lord before like turn gajillion when the AI will have given him the stupidest possible set of stats?

or am I worrying too much about Amber and I should keep going with Durthu (fuckin love the way he plays in battles, its so awesome) for his super dope skills and just attempt to confederate Orion ASAP and then murder the world for amber?

edit: also holy heck what am I supposed to build in their provinces they have like one huge one with an absurd number of buildings, and then their "outposts" are tiny and definitely can't help fill the slots I need to construct every type of building

Frog Act fucked around with this message at 16:36 on Jun 23, 2018

John Charity Spring
Nov 4, 2009

SCREEEEE

Frog Act posted:

Anbody got some wood elf tips? I'm having a really hard time with them. I just beat everyone as Skarsnik on normal and I'm trying to do the same thing with Durthu and I can't seem to get any inertia going. Should I go to war with other elves or with the dwarves and poo poo in the surrounding mountains and / or brettonia?

Also, amber: how does it work exactly? If I raze a settlement that has amber, it eliminates the resource even if I colonize it, right? So I should "nourish the worldroot" or whatever whenever I burn down a foreign settlement? Because I'm gonna need a LOT of amber if even medium tier elf units require it, like the wardancers who I get the sense will be great on flanks and stuff.

If I start over as Orion (so I have to spend amber on forest spirits instead of elves, which I feel like I can use more sparingly since mainline infantry as 24piece monsters is weird/a little difficult for me) will I be able to confederate and snag Durthu as a useable lord before like turn gajillion when the AI will have given him the stupidest possible set of stats?

or am I worrying too much about Amber and I should keep going with Durthu (fuckin love the way he plays in battles, its so awesome) for his super dope skills and just attempt to confederate Orion ASAP and then murder the world for amber?

Amber mechanics: razing doesn't permanently get rid of the amber. If you colonise after razing, you'll pay a premium to establish the outpost but you'll still get the amber from it. The best way to get lots of amber, though, is to butter up and get alliances with factions like the Empire and Dwarfs (Dwarfs are a great one as they tend to take over a lot of territory anyway). Try to keep a small buffer of amber - at least 5 if you can - so you don't tip into the negative if things go temporarily wrong, because that can prompt a bit of a death spiral. Upgrading the Oak of Ages is important - level 3 opens up confederations with other wood elves - but it also prompts beastmen invasions at the higher levels at least, so be wary of that. Some people swear by attacking the other elves as soon as possible to kickstart your economy and this is a valid strat but I've almost always just gone for confederation instead. Can usually get them confederated by turn 70-80 if you're clever about it, and you don't need more than your one starting province plus outposts to be effective.

Both Orion and Durthu have pretty tricky but good starts really. If you're enjoying Durthu keep at it! But I did find that Orion's faction suited my playstyle better, because like you I was more comfortable using forest spirits sparingly than using mid-high tier elf units sparingly.

edit: building-wise, the vineyards are a necessity, then don't even try to build everything in one province after that. Decide what you'll gear your starting province towards, then by the time you get the other forest provinces (either by confederation or conquest) you can fine-tune them to cover the bases you're missing out on. Also try to get the unique buildings and tech-requirement ones in there somewhere - again, go for one of the tech buildings in your starting province, not both.

Oh, other Wood Elf tips: Hawk Riders are really great and will win you outpost defences, but it's not because of their ranged ability. It's their extremely high damage AP melee ability, they can do great work charging enemies in the rear and also make short work of ranged troops. Waywatchers are amazing but don't underestimate Glade Guard with starfire shafts - they're extremely good too, especially for their cost. Also initially razing settlements will be your biggest income source. Eventually you can stack outpost with factionwide income buffs so you make a shitload of money anyway, but razing is the way to go at first. Consider the goblins around you - or anyone else who doesn't like you - to be fair game.

John Charity Spring fucked around with this message at 16:43 on Jun 23, 2018

botany
Apr 27, 2013

by Lowtax

Frog Act posted:

Anbody got some wood elf tips? I'm having a really hard time with them. I just beat everyone as Skarsnik on normal and I'm trying to do the same thing with Durthu and I can't seem to get any inertia going. Should I go to war with other elves or with the dwarves and poo poo in the surrounding mountains and / or brettonia?

Also, amber: how does it work exactly? If I raze a settlement that has amber, it eliminates the resource even if I colonize it, right? So I should "nourish the worldroot" or whatever whenever I burn down a foreign settlement? Because I'm gonna need a LOT of amber if even medium tier elf units require it, like the wardancers who I get the sense will be great on flanks and stuff.

If I start over as Orion (so I have to spend amber on forest spirits instead of elves, which I feel like I can use more sparingly since mainline infantry as 24piece monsters is weird/a little difficult for me) will I be able to confederate and snag Durthu as a useable lord before like turn gajillion when the AI will have given him the stupidest possible set of stats?

or am I worrying too much about Amber and I should keep going with Durthu (fuckin love the way he plays in battles, its so awesome) for his super dope skills and just attempt to confederate Orion ASAP and then murder the world for amber?

edit: also holy heck what am I supposed to build in their provinces they have like one huge one with an absurd number of buildings, and then their "outposts" are tiny and definitely can't help fill the slots I need to construct every type of building

play super passive for a long time, your goal is to get amber through alliances with the empire, dwarf factions and brettonia. then confederate ulthuan, and only then go out and conquer poo poo.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Take a detour and go conquer dark elves turn 1

Frog Act
Feb 10, 2012



John Charity Spring posted:

Amber mechanics: razing doesn't permanently get rid of the amber. If you colonise after razing, you'll pay a premium to establish the outpost but you'll still get the amber from it. The best way to get lots of amber, though, is to butter up and get alliances with factions like the Empire and Dwarfs (Dwarfs are a great one as they tend to take over a lot of territory anyway). Try to keep a small buffer of amber - at least 5 if you can - so you don't tip into the negative if things go temporarily wrong, because that can prompt a bit of a death spiral. Upgrading the Oak of Ages is important - level 3 opens up confederations with other wood elves - but it also prompts beastmen invasions at the higher levels at least, so be wary of that. Some people swear by attacking the other elves as soon as possible to kickstart your economy and this is a valid strat but I've almost always just gone for confederation instead. Can usually get them confederated by turn 70-80 if you're clever about it, and you don't need more than your one starting province plus outposts to be effective.

Both Orion and Durthu have pretty tricky but good starts really. If you're enjoying Durthu keep at it! But I did find that Orion's faction suited my playstyle better, because like you I was more comfortable using forest spirits sparingly than using mid-high tier elf units sparingly.

edit: building-wise, the vineyards are a necessity, then don't even try to build everything in one province after that. Decide what you'll gear your starting province towards, then by the time you get the other forest provinces (either by confederation or conquest) you can fine-tune them to cover the bases you're missing out on. Also try to get the unique buildings and tech-requirement ones in there somewhere - again, go for one of the tech buildings in your starting province, not both.

Oh, other Wood Elf tips: Hawk Riders are really great and will win you outpost defences, but it's not because of their ranged ability. It's their extremely high damage AP melee ability, they can do great work charging enemies in the rear and also make short work of ranged troops. Waywatchers are amazing but don't underestimate Glade Guard with starfire shafts - they're extremely good too, especially for their cost. Also initially razing settlements will be your biggest income source. Eventually you can stack outpost with factionwide income buffs so you make a shitload of money anyway, but razing is the way to go at first. Consider the goblins around you - or anyone else who doesn't like you - to be fair game.

Thanks dude! I restarted as Orion, built a nice little 16 unit army of mostly GG/spearmen and now I'm raiding Carcassone, gonna grab Brionne, raze it, then colonize it after I finish Carcassone itself. After that I'll work on the techs for diplomacy with Bretonnia/Dwarves/Empire and try to nab trading agreements.

What else should I do in the run up to confederation? I'm gonna try not to attack the other elves, so what I'm thinking is I'll send Orion out raiding poo poo and burning things in Norsca, cap a little outpost there, and generally curry favor with people by murdering Norscans until I confederate and then I can reconsider my general aggression levels towards outsiders?

Orion is weird as a melee/short range fighter but I did a few custom battles with him and he seems to do okay in melee combat, even though I keep reading people complaining he's only good within the cone of fire for his ranged attack.

Third World Reggin posted:

Take a detour and go conquer dark elves turn 1

sorry i meant to add I'm playing TW:W because I do not have money and thus cannot afford Warhams 2 even though it looks incredibly absurdly spectacular. I'm hoping to buy it next month at the tail end of the steam sale if I get paid cus I've gotten 120 hours out of TWW so far and its rapidly ascending the list to my absolute favorite TW game, and I've played em all

Pellisworth
Jun 20, 2005
I knocked out Skarsnik first which got me a bunch of alliances with the Empire and Dwarf factions, then went on a tour of Norsca. Your home province is pretty safe, take Durth or Orion on a world tour.

You don't really need that many amber-cost elf units. I used Tree Kin as my main line, they're tanky af and the smaller number of models makes enemies clump around them in a way that gives good line of sight to your archer backline. A core of Tree Kin and glade guards will take you a long way. IIRC Durthu starts with a waywatcher which costs amber and a ton of cash, I think I deleted the waywatcher because I could afford like three glade guards for his upkeep cost.

edit: taking Orion to Norsca is not the best idea because you'll eat a lot of suffering from attrition. The reason Durthu can go to Norsca is his army is immune to the attrition.

Pellisworth fucked around with this message at 17:06 on Jun 23, 2018

John Charity Spring
Nov 4, 2009

SCREEEEE
Yeah, best approach as Orion, I found, was to take over Estalia/Tilea and maybe the mountain province Skarsnik starts in. All those ports are good for the Wood Elves because they have a tech boosting port income by 400%.

Frog Act, I reckon you'll get a lot out of TWW1 still until you can afford TWW2 - by the looks of it the second game is a shoe-in for something you'll get lots out of too. It's been fun to see you getting to grips with the game and getting as much into it as the rest of us have.

Frog Act
Feb 10, 2012



Starting over again, I ran into a wall where I got owned trying to take castle Carcassone while simultaneously loving with a bunch of immediate rebellions in my home province - even with a second lord stationed there and the one public order building they have (pottery kiln) I still got 2 rebellions in 4 turns, each with better units than anything I can make and definitely better than my garrison army.

I'm gonna make peace with Carcassone immediately this time since they represent an actual threat to my home turf, and send Orion and his army maybe down to Etalia or Tilea? This feels harder than Skarsnik almost

Edgar Allen Ho
Apr 3, 2017

by sebmojo
Whenever I take over Bretonnia as wood elves, I feel bad. So I like to imagine that we're just rounding up the nobility and uplifting the peasants. It's the second coming of the lady and now you, yes you, get to live in her beautiful forest realm.

Pellisworth
Jun 20, 2005

Frog Act posted:

Starting over again, I ran into a wall where I got owned trying to take castle Carcassone while simultaneously loving with a bunch of immediate rebellions in my home province - even with a second lord stationed there and the one public order building they have (pottery kiln) I still got 2 rebellions in 4 turns, each with better units than anything I can make and definitely better than my garrison army.

I'm gonna make peace with Carcassone immediately this time since they represent an actual threat to my home turf, and send Orion and his army maybe down to Etalia or Tilea? This feels harder than Skarsnik almost

That's why I like Durthu, spend a dozen or so turns building up your home province and recruiting an army, then go after Skarsnik. He's right next door so it's easy to pop home to take care of rebellions. I also find sieges easier with Durthu, you can just send him and some Tree Kin in to break down the gate and then just stand in the doorway and beat up the enemy for a while, use healing to keep your tree bros up.

Then drop by home to upgrade your army, pick a bigger enemy to go after.

Don't forget to get trade deals with the other elves, too. Every little bit of income helps.

Frog Act
Feb 10, 2012



Yeah, I can definitely see the usefulness of Durthu especially vis-a-vis positioning. I just managed to take Carcassone on turn 23, the moment a rebellion erupted at home, so I think I can jog back there with the 14k I got, crush it, build a second stack, go settle Carcassone, and then be ready to range into the southern kingdoms and the mountains.

Still can't decide whether the amber thing is stupid or cool + unique like fightiness or if it is unnecessarily limiting. luckily starting over as Orion I feel like I can access units I'm able to effectibely use without amber like wardancers and shielded spearmen in the traditional hammer + anvil with wild riders and dancers on the flank

Vargs
Mar 27, 2010

My usual Wood Elf strat is to raze provinces until I reach like 40k gold, when go into deep negative income as I raise like 3 stacks. At that point you are on a time limit to take over the other Wood Elf towns, but once you do you've basically won the campaign.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Frog Act posted:

sorry i meant to add I'm playing TW:W because I do not have money and thus cannot afford Warhams 2 even though it looks incredibly absurdly spectacular. I'm hoping to buy it next month at the tail end of the steam sale if I get paid cus I've gotten 120 hours out of TWW so far and its rapidly ascending the list to my absolute favorite TW game, and I've played em all

If you are playing 1 make a second lord turn 1 and raid yourself. I give the second lord my cav and eagle riders. Farm rebels every turn with both lords to level up and get +ma/md and +armor for all of your troops. You don't need a full stack to win these fights and it'll also net you money for upgrading your town.

I get growth and income in the main town for tier 1 and the building that lets you get shields t2. Everything else is to taste, but once you get a front line with shields, some archers, and somewhat leveled up Orion you can take him out to sack and raze a faction of your choice.

Leave your other lord at home to make a second army (I prefer to focus on cav, but he doesn't need a very large army, just strong enough to auto resolve rebels) and turn him into a combat monster riding a dragon while farming rebels. He'll easily crush most potential attackers.

Try to zero out income per turn. Real income for buildings and new troops comes from freeing rebels and razing opponents.

I rush the +50 growth tech.

lurksion
Mar 21, 2013
If farming rebel armies, make sure you get the 2 battles per turn (aka don't stack wipe them in the first battle) for more XP.

Scrub-Niggurath
Nov 27, 2007

Frog Act posted:

Still can't decide whether the amber thing is stupid or cool + unique like fightiness or if it is unnecessarily limiting. luckily starting over as Orion I feel like I can access units I'm able to effectibely use without amber like wardancers and shielded spearmen in the traditional hammer + anvil with wild riders and dancers on the flank

Amber was an ok if unexciting mechanic in 1 and then they jacked up the amber requirements for the tree in ME for no real reason so now you pretty much need to become the world police

Frog Act
Feb 10, 2012



It's silly how on normal the autoresolve is way better than me. Wiped out an army of chaos rebels that had decent units by forming a big line of spearman, harassing armored units with AP missiles until they get close then the glade guard throw down a few pretty effective volleys, then I swing in my dancers in groups of two onto the flanks or I move them behind the enemy and use them as a temporary hammer until I can recruit riders, kill their lord with my duelist hero, etc. that resulted in about 350 losses, where autoresolve for the same fight costs me 120ish. That's like opposite land but I can't be doing things THAT wrong. I assume it's cus normal difficulty assumes archers get super micro managed in a useful way tvst I don't do or something

The Deleter
May 22, 2010
I've picked this back up after a long time and am having a weird problem. I'm playing Empire in the Mortal Empires campaign, and units are behaving weird. Whereas before units in battle would walk if you just gave them an order but would run if you altered their formation, now they either default to walking all the time or running all the time depending on if you have Default Run on or not. As someone who needs to get these Free Company on the flanks to win these battles, it's very frustrating. Is this something that was changed? I played the Vortex Campaign before this latest patch and I don't remember having this issue.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

lurksion posted:

If farming rebel armies, make sure you get the 2 battles per turn (aka don't stack wipe them in the first battle) for more XP.

Yeah, this. If you are using auto calc it means you need to make sure your army isn't too good.

The Chad Jihad
Feb 24, 2007


Speaking of Chorfs:

Real Cool Catfish
Jun 6, 2011

Frog Act posted:

It's silly how on normal the autoresolve is way better than me. Wiped out an army of chaos rebels that had decent units by forming a big line of spearman, harassing armored units with AP missiles until they get close then the glade guard throw down a few pretty effective volleys, then I swing in my dancers in groups of two onto the flanks or I move them behind the enemy and use them as a temporary hammer until I can recruit riders, kill their lord with my duelist hero, etc. that resulted in about 350 losses, where autoresolve for the same fight costs me 120ish. That's like opposite land but I can't be doing things THAT wrong. I assume it's cus normal difficulty assumes archers get super micro managed in a useful way tvst I don't do or something

Unless they changed it, I think autoresolve still assumes your archers use all their ammunition.

Mukip
Jan 27, 2011

by Reene
Black Orcs (bows)

Mordja
Apr 26, 2014

Hell Gem

Mukip posted:

Black Orcs (bows)

The Radious is coming from inside the thread!

Frog Act
Feb 10, 2012



so amber is consumed permanently right? like once you take a settlement, or get an alliance, you get x amber from it and then its gone, thus compelling you to expand outward? Like I'm on turn 70 and I need 10 amber to confederate, I have 0 amber (no amber units either, haven't even started that chain, just focused on melee and cavalry units in my initial settlement, gonna do bows and birds in another and tree spirits in one). What do I do here? I have a decent army, but I'm utterly broke rear end busted so trying to range far away leaves me open cus I can't field two decent armies at once like I typically would by this point in the game. I have a port and Carcassone province but it keeps getting taken by beastmen, and the price of colonization with a 6 stack army is insane and sabotages the gains I make from razing abroad.

Its sort of a catch 22. If I leave home, I lose my income from Carcassone, which is barely keeping me above water. If I stick around, I have nothing to raze or expand so I'm stagnating and unable to get the amber I need to confederate which I figure will be easy since I've got alliances with all the other wood elves.

How did ya'll do this? Should I just do a risky play and raze everything in the mountains/plains near me, ditch carcassone province for now and hope to make enough income via raiding and sacking other factions until I can reestablish carcassone post-confederating when I assume I'll have a shitload of money and access to all these ridiculous units and technologies and individual buildings I don't have room for.

Pellisworth
Jun 20, 2005

Frog Act posted:

so amber is consumed permanently right? like once you take a settlement, or get an alliance, you get x amber from it and then its gone, thus compelling you to expand outward? Like I'm on turn 70 and I need 10 amber to confederate, I have 0 amber (no amber units either, haven't even started that chain, just focused on melee and cavalry units in my initial settlement, gonna do bows and birds in another and tree spirits in one). What do I do here? I have a decent army, but I'm utterly broke rear end busted so trying to range far away leaves me open cus I can't field two decent armies at once like I typically would by this point in the game. I have a port and Carcassone province but it keeps getting taken by beastmen, and the price of colonization with a 6 stack army is insane and sabotages the gains I make from razing abroad.

Its sort of a catch 22. If I leave home, I lose my income from Carcassone, which is barely keeping me above water. If I stick around, I have nothing to raze or expand so I'm stagnating and unable to get the amber I need to confederate which I figure will be easy since I've got alliances with all the other wood elves.

How did ya'll do this? Should I just do a risky play and raze everything in the mountains/plains near me, ditch carcassone province for now and hope to make enough income via raiding and sacking other factions until I can reestablish carcassone post-confederating when I assume I'll have a shitload of money and access to all these ridiculous units and technologies and individual buildings I don't have room for.

as far as I understand it you have an amber income and an amber consumption, building up your settlements, some research, units, etc cost amber and those are going to be consumed more or less permanently because you can't undo research

so yeah, you gotta expand

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Pellisworth posted:

as far as I understand it you have an amber income and an amber consumption, building up your settlements, some research, units, etc cost amber and those are going to be consumed more or less permanently because you can't undo research

so yeah, you gotta expand

You get amber back when units are disbanded or killed and you can make a perfectly functional army without amber. Worst case scenario you can't purchase any additional amber techs or level up your capital (but I prioritize that over everything else so it isn't ever an issue) until you expand again.

Edit: The best way to deal with amber is to play a coop campaign and never need to give a poo poo about it.

Adbot
ADBOT LOVES YOU

Scrub-Niggurath
Nov 27, 2007

The Chad Jihad posted:

Speaking of Chorfs:



lmao I forgot how dumb the Lammasu looks

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply