Make non-human and evil factions a bit stronger?

Sovereignty is a turn-based fantasy strategy game for the PC. It combines a kingdom management campaign game with a general's level tactical battle game.

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Dunadd
Senior Corporal - Destroyer
Senior Corporal - Destroyer
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Joined: Tue Dec 22, 2009 4:56 pm

Make non-human and evil factions a bit stronger?

Post by Dunadd »

Kind of dull when in pretty much every single game you end up fighting human armies that don't differ much from each other once you're a great power. The Iron barony are no kind of opposition because they have no strong units, so they fold the minute you attack them. If say Maledor started off with a few more provinces and so did Khazoth, it'd make it a bit more interesting.

Only non-human kingdom i have trouble with is Palemoor, partly because lots of units that arent meant to have phantom seem to get it even in provinces that arent meant to give them that ability - and partly because of actual Phantoms, which seem to be more dangerous than dragons. With Dragonhold i took the Grand Marshal, a Sun Dragon and two Cloud dragons to fight 4 phantoms and all my dragons died and i had to reload. They seem to be just invincible.
Rvlion
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Re: Make non-human and evil factions a bit stronger?

Post by Rvlion »

Sometimes it is just best to take over the capture points when you attack... Some units have just rediculous resistences. It does make it fun, actually forcing you to change tactics from time to time. ;-)
Dunadd
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Tue Dec 22, 2009 4:56 pm

Re: Make non-human and evil factions a bit stronger?

Post by Dunadd »

Not possible in time in marsh. Only units who could make it to them and survive are fliers - and fliers can't land on towns or cities or capture points.
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