Faultierasai wrote: ↑Fri Dec 13, 2024 10:25 am
I wish you good luck for that. And I'm happy to come by as a spectator.
Read my comments under each vid. I blasting away with proven strats (that also work in MP) and exploits I mostly kept to myself.
OldCrowBalthazor wrote: ↑Tue Nov 26, 2024 8:59 pm
Comments are very welcome, especially from veterans. Be kind though, as I am new to this title, though I have lots of experience with other 4X titles.
Ok, so I can't get this important message through YT autofilers, so here we go. The most important part of the game is calculating the movepoints AND buildings stacks for the appropriate missions and terrains given your current economy. I gave you some times on movement mechanics, economy and stack compositions already, so its time for the frontages checklist sorted by the most common terrians where actions takes place.
As you will see Mountaineer trait on the general is the best since it covers Hills/Arid Hills, Mountains and Alpines plus boosts your 5 Move Points units to 6 MP, so they can cross 2 Hills in a single turn. Obviously you want to fill out the whole frontage and have 2-3 reserves to account for the draws grind at the high defense terrain, bad rolls and create the wider draw gap (get away with more than 3 points lost margin). Keep in mind that if you have to axe smth for economic reasons its better to have no reserves, but the extra stack instead.
The format laid out as follows: squares shared by any types of troops (mostly infantry)/flanking squares occupied by the cavalry exclusively (since patch 1.04 IIRC which further nerfed AI who are easy to outflank now) with related defense bonuses, followed by harsh weather frontages, capped by some specifics related to the movepoints. You can time attacks for the Harsh season that comes every 4th turn, and you get the notification about upcoming winter in messages log, but its hard to find.
0) Straits (very few of them on the map) and BIG rivers (specified in the region pannel top left colored bubble) add +1 defense for every terrain type. But more importantly: extra +1 move cost for the regular rivers (0 in harsh), +2 for a Big River (+1 in harsh) and a whooping +4 MP for crossing straits. The most overlooked aspect when planning invasions and defenses.
1) Hills/Arid Hills (Desert version) = 6/2, +1 defense, 3 MP. 6/0 +1 defense, 4 MP for hills, 3 for Arid Hills.
2) City Assault (98% of the times) = 6/0. +2 defense, same in harsh. Remember the tip about Assault action executing only after the first impulse, so if it takes 1 MP to move out you gonna assault a region that is next in line unless opp hires new troops or pops out garrison. Due to all moving parts you will fight on the underlying terrain instead of city, but if you win city will be yours.
3) Plains = 10/4, 0 defense, 2 MP. 8/2, 0 defense, 3 MP in harsh.
4) Deserts = 8/8, 0 defense. 3 MP. 6/6, 0 defense, 3 MP or Scorched Desert (can't pass) in harsh.
5) Forests = 6/0, 2 defense, 3 MP. 5/0, 2 defense, 3 MP in harsh.
6) Mountains = 5/0, 2 defense, 6 MP. 4/0, 3 defense, 6 MP or Stormy Mountains (can't pass) in harsh.
7) Coastal/Open Sea = 16/0, 0 defense, 1 MP for coastal, 2 MP for open sea. 10/0, 0 defense, 2 MP for coastal, 3 MP for open sea in harsh. Ocean ti;es are the same as Open Sea, but can be Stormy (can't pass) in harsh. Marsh takes 1 MP for the ship travel.
8] Steppes = 8/6, 0 defense, 2 MP. 6/4, 1 defense, 2 MP in harsh.
9) Marshes (the best defense terrain besides highly fortified cities since no general bonuses exist for it) = 5/0, 2 defense, 4 MP. 6/0, 1 defense, 2 MP in harsh.
10) Alpines = 3/0, 2 defense, 8 MP. 2/0, 4 defense, always can't pass in harsh.