Posted January 13, 2014
I recently got E:G and am liking it a lot. However I'm trying to learn some effective strategies as well as figure out more about the underling game mechanics. So I have quite a few questions and am open to any general suggestions.
1) Keeping Units Alive - I've read several post where people mention keeping their units and leveling them up and how other wise your just wasting money. But the question is HOW? The AI actually seems fairly smart compared to most other games and will focus fire to kill units it seems.
Range units and Melee units all seem to gang up on a guy to kill them asap. I even have melee units run past other melee units to take out my range units in the back. This is a tactic I don't often see employed in games as the AI often targets closest in other games.
It's great as I like the challenge but but at the same time makes leveling them very difficult if not impossible. The level bonus also seems to matter very little in the long run as since it doesn't really help them survive any longer. I use my units like fodder as they are easily replaced and things seem to work out fine.
2) Manual vs Quick Battle - Most games that have tactical fights also have quick resolve but the mechanics work differently since it doesn't actually simulate the full battle. Well given I'm still early in the campaign there are not a lot of interesting units with cool abilities open to me. So I just starting just F10 to quick resolve fights. Since I had given up on trying to keep units alive to level up it just makes the game go a LOT faster.
So the question is what kind of mechanics does the quick resolve use over the manual battle? Like I've seen some games quick combat not take into account melee distance closing time so range units were near useless. Also how well does it take into account for spells you may have? Then there is placement on map, does starting position of units effect it the way it would for Manual/Auto Combat?
3) How to Kill Warrior - I've taken a liking to Warrior Hero and he has always become my first hero pick. I can easily get him Basic armor from Plate shop and quickly turn him into a wrecking ball that crushes second ring of provinces and then by then has leveled up enough to take on 3rd ring and just all around begin stomping provinces.
Normally when I encounter an enemy Warrior Hero I am higher level and better loading out. However in one match the AI had Death Knight with various Vamp abilities and really high Defenses. The Hero was level 19 while mine was only 12. I only had access to T1 guards which he steam rolled repeatedly solo. Normally if I try and solo with a warrior his equipment wears out after about 3 fights which gets him killed if I keep pressing. However this guy I saw take 5-6 provinces solo before falling back so I couldn't rely on equipment failure to slow him down.
Being early in the campaign I didn't have much to counter it with. I had read that fatigue was a good counter for warriors and it sounds like good advice until I actually gave it a try. The DK had nearly 40 stamina and fatigue only takes away 5. The Stamina weakness of solo warrior only seems to apply to low level ones. After several failed attempts to bring him down I double checked what units I had unlocked. Luckily I had the Assassin though I had not used it before. It's ability to ignore some of Defense and not get counter attacked was key to victory. I did manual figure but manage to win and then did rush for his Stronghold and Victory.
I know I got lucky by having Assassin unlocked from previous shard, even though it wasn't what I got the shard for. I could still use some tips on how to deal with such Heroes in the future since I imagine it's only going to get harder.
4) Stats and Battle Calculations - I was wondering how mechanics work in regards to Attack vs Defense and Damage Dealt. For example I had a guy with 11 Atk hitting a guy with 8 Defense and was doing mostly 0-1 damage. Also what kind of effects does running out of Stamina have other then you don't move? And what are all the effects of Moral, like I know the stats go down if it drops to low but which stats and by how much?
5) Just a Stronghold Rusher - One thing that has me slightly worried is the late game play sessions. Being early in the campaign I have begun to notice a pattern. Pretty much the best tactic is to expand and level up Heroes ASAP. Then when you meet the other Masters if your Heroes out match theirs you simply push right through to their Stronghold and siege for win.
Now if they are stronger and/or you don't have enough guards they will make a B line right for your Stronghold to siege it for the win. If both are evenly matched though it can be a bit more interesting game of cat and mouse as you go back and forth on each others provinces.
So I was wondering when more things become open will it change? Right now all I got is Mostly T1 with couple T2 units and 1 T2 Magic School and 1 T2 Shop. Is it still gonna be just Stonghold rush once you meet enemy? Or will it be more of a territory and attrition war? Given the way that level 19 was mopping the floor with T1 guards and my Hero with T2 units in mix I'm a little nervous that late game heroes with higher Tier spells and equipment with just be able to steamroll right on through unless you have equally equipped Heroes to stop them.
6) Shard Picks & Loss - I've heard it mention that while your attacking a Shard sometimes other Masters will be attacking other Shards. I was wondering how this works? Like can I tell what shard another Master is going to get in a campaign turn if I go for one shard or another? It makes me nervous that if I don't grab what I want then latter the selection might not be there.
Also if you lose a shard then the other Master gets it. So question is how does that effect the overall campaign? Are those items no lost to you forever or is there a chance they might appear on another shard? What if the lost building was the prereq to another building you wanted, do you just have to write off that whole line and go a different route?
7) Guards - Is there a lost of what units are in each of the various guard types? I see a lot of different guard options but don't know which to go for to get the most bang for my buck. There are some that gives bonuses or penalties to province but I'd really like to know what kind of defense they would provide. This is where the whole shard picking becomes a bit annoying as I don't know which items I should be going for.
8) Wiki - I know I have other questions that I just can't think of right now but a lot of it is mostly reference stuff. I have not had any luck finding a wiki type site for the game. I did find a site that called itself the Eador Genesis wiki but it had only a few pages with gave manual like description of some basic gameplay elements.
I know this is an old game but I've rather surprised on the complete lack of material. I've seen other older games like Master of Magic which have super detailed wikis. A few forum post referred to broken links that supposedly had tech tree layouts and such. And while that would be nice it doesn't give detailed stat break down of things.
Any other general advice would be appreciated as well.
1) Keeping Units Alive - I've read several post where people mention keeping their units and leveling them up and how other wise your just wasting money. But the question is HOW? The AI actually seems fairly smart compared to most other games and will focus fire to kill units it seems.
Range units and Melee units all seem to gang up on a guy to kill them asap. I even have melee units run past other melee units to take out my range units in the back. This is a tactic I don't often see employed in games as the AI often targets closest in other games.
It's great as I like the challenge but but at the same time makes leveling them very difficult if not impossible. The level bonus also seems to matter very little in the long run as since it doesn't really help them survive any longer. I use my units like fodder as they are easily replaced and things seem to work out fine.
2) Manual vs Quick Battle - Most games that have tactical fights also have quick resolve but the mechanics work differently since it doesn't actually simulate the full battle. Well given I'm still early in the campaign there are not a lot of interesting units with cool abilities open to me. So I just starting just F10 to quick resolve fights. Since I had given up on trying to keep units alive to level up it just makes the game go a LOT faster.
So the question is what kind of mechanics does the quick resolve use over the manual battle? Like I've seen some games quick combat not take into account melee distance closing time so range units were near useless. Also how well does it take into account for spells you may have? Then there is placement on map, does starting position of units effect it the way it would for Manual/Auto Combat?
3) How to Kill Warrior - I've taken a liking to Warrior Hero and he has always become my first hero pick. I can easily get him Basic armor from Plate shop and quickly turn him into a wrecking ball that crushes second ring of provinces and then by then has leveled up enough to take on 3rd ring and just all around begin stomping provinces.
Normally when I encounter an enemy Warrior Hero I am higher level and better loading out. However in one match the AI had Death Knight with various Vamp abilities and really high Defenses. The Hero was level 19 while mine was only 12. I only had access to T1 guards which he steam rolled repeatedly solo. Normally if I try and solo with a warrior his equipment wears out after about 3 fights which gets him killed if I keep pressing. However this guy I saw take 5-6 provinces solo before falling back so I couldn't rely on equipment failure to slow him down.
Being early in the campaign I didn't have much to counter it with. I had read that fatigue was a good counter for warriors and it sounds like good advice until I actually gave it a try. The DK had nearly 40 stamina and fatigue only takes away 5. The Stamina weakness of solo warrior only seems to apply to low level ones. After several failed attempts to bring him down I double checked what units I had unlocked. Luckily I had the Assassin though I had not used it before. It's ability to ignore some of Defense and not get counter attacked was key to victory. I did manual figure but manage to win and then did rush for his Stronghold and Victory.
I know I got lucky by having Assassin unlocked from previous shard, even though it wasn't what I got the shard for. I could still use some tips on how to deal with such Heroes in the future since I imagine it's only going to get harder.
4) Stats and Battle Calculations - I was wondering how mechanics work in regards to Attack vs Defense and Damage Dealt. For example I had a guy with 11 Atk hitting a guy with 8 Defense and was doing mostly 0-1 damage. Also what kind of effects does running out of Stamina have other then you don't move? And what are all the effects of Moral, like I know the stats go down if it drops to low but which stats and by how much?
5) Just a Stronghold Rusher - One thing that has me slightly worried is the late game play sessions. Being early in the campaign I have begun to notice a pattern. Pretty much the best tactic is to expand and level up Heroes ASAP. Then when you meet the other Masters if your Heroes out match theirs you simply push right through to their Stronghold and siege for win.
Now if they are stronger and/or you don't have enough guards they will make a B line right for your Stronghold to siege it for the win. If both are evenly matched though it can be a bit more interesting game of cat and mouse as you go back and forth on each others provinces.
So I was wondering when more things become open will it change? Right now all I got is Mostly T1 with couple T2 units and 1 T2 Magic School and 1 T2 Shop. Is it still gonna be just Stonghold rush once you meet enemy? Or will it be more of a territory and attrition war? Given the way that level 19 was mopping the floor with T1 guards and my Hero with T2 units in mix I'm a little nervous that late game heroes with higher Tier spells and equipment with just be able to steamroll right on through unless you have equally equipped Heroes to stop them.
6) Shard Picks & Loss - I've heard it mention that while your attacking a Shard sometimes other Masters will be attacking other Shards. I was wondering how this works? Like can I tell what shard another Master is going to get in a campaign turn if I go for one shard or another? It makes me nervous that if I don't grab what I want then latter the selection might not be there.
Also if you lose a shard then the other Master gets it. So question is how does that effect the overall campaign? Are those items no lost to you forever or is there a chance they might appear on another shard? What if the lost building was the prereq to another building you wanted, do you just have to write off that whole line and go a different route?
7) Guards - Is there a lost of what units are in each of the various guard types? I see a lot of different guard options but don't know which to go for to get the most bang for my buck. There are some that gives bonuses or penalties to province but I'd really like to know what kind of defense they would provide. This is where the whole shard picking becomes a bit annoying as I don't know which items I should be going for.
8) Wiki - I know I have other questions that I just can't think of right now but a lot of it is mostly reference stuff. I have not had any luck finding a wiki type site for the game. I did find a site that called itself the Eador Genesis wiki but it had only a few pages with gave manual like description of some basic gameplay elements.
I know this is an old game but I've rather surprised on the complete lack of material. I've seen other older games like Master of Magic which have super detailed wikis. A few forum post referred to broken links that supposedly had tech tree layouts and such. And while that would be nice it doesn't give detailed stat break down of things.
Any other general advice would be appreciated as well.