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Is there anything particularly good about The Broken Lords?

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11 years ago
Nov 1, 2014, 1:53:27 AM
I'd say, for the cavalry, heal 50% of damage dealt each attack - 0 damage, 0 health gained - critical damage, lots of health gained
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11 years ago
Oct 31, 2014, 12:23:46 AM
10 is too high a number. If you try to build up to 10 before doing something major like attacking you will lose. 6 is a better number to start rolling (or even sooner), as I said it is better to capture those fat AI cities that are already built and populated. Your first few cities are just there to give you your starting armies and tech.
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11 years ago
Oct 31, 2014, 8:04:54 AM
Honestly, you really need to focus extremely on dust. It might sound obvious, but it really is true. While other factions can benefit greatly from using other heroes as governors, you are best to stick with a Broken Lord hero for each city, and make sure that each city is in a highly lucrative (dust) place. You have the dust to buy as many heroes as possible, so buy the heroes you need as soon as you can, even if you don't technically need them yet. (That said, having one city as a research outpost with an Ardent Mages governor does help alot...)



They can be played tall or wide. If you play wide, make sure to spam trade early on, it will stack with all +% dust improvements and skills on your heroes. If you play tall, make sure that each city is really in the best spot possible - don't settle for less! Unlke other factions, you can afford to scout around a bit for perfect spots, as you can easily power level a city until it is productive.



They also have much less dependencies on economy techs. You really don't need any of the production techs, and obviously no food techs, which opens up a lot of other tech choices, such as military, equipment and science techs (and of course all the dust and marketplace techs). They also have a lesser need for critical luxuries, such as all the food luxuries and Titan bones.



They really are hurt much less in winter than most other factions, so in the long run you can gain an advantage over other players.



They can gain more strategic resources with their governors, so be sure to capitilize on equipment!



However, all said, you really should be playing a bit more warlike (or at least plan to be warlike at some time). Gaining large-pop cities is extremely advantageous, since with the rebalancing since the alpha it doesn't hurt your other cities that much (in terms of dust to buyout a new pop) after you have conquered a Cultist or tall Necro city. I have also found the cavalry very useful, since they actually have quite some weapon options - you can get either a stun, or cavalry slayer, or range slayer (I think). In my last game I had a number of different cavalry designs, depending on who I was fighting. And yeah, healing with dust is amazing, since your units have trouble dying, you will probably play large battles as a series of skirmishes, where you will start each new round fully healed.
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11 years ago
Oct 31, 2014, 2:22:52 PM
I'm playing BL right now and honestly, while the game is going well, they're probably weaker than at least both the Necrophages and the Vaulters. Stalwarts are much weaker than Necrodrones and Marines and don't start shining until you add Dust Bishops into your armies. The gold population growth mechanic can give new cities an amazing kick start, but the Necro food stockpiles can create a similar effect and eventually food based city growth far surpasses the BL gold growth.



Because of this I feel like BLs are forced into aggressive strategies in order to not fall behind, yet their early armies are kind of lackluster. They also don't have any amazing unique strengths like Vaulter teleportation.
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11 years ago
Oct 31, 2014, 3:15:35 PM
Vaulters teleportation is probably overpowered, so i would not take it as a reference.



That being said with my broken lord game at one point i was making so much dust that I was buying whole armies everyturn, right in the city close to my target enemy. It got to the point where I hit the limit where you can only spawn / rush buy 8 units in a city per turn because it can't hold any more. (I was fighting an AI on endless that snowballed and controlled half the map, so even with healing I had to keep spamming units to flood its territories.)



So yeah it's not teleportation, but it's damn close when you can buy units in the city you just took and keep pushing forward. smiley: smile
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11 years ago
Oct 31, 2014, 3:41:49 PM
DrakenKin wrote:
Vaulters teleportation is probably overpowered, so i would not take it as a reference.



That being said with my broken lord game at one point i was making so much dust that I was buying whole armies everyturn, right in the city close to my target enemy. It got to the point where I hit the limit where you can only spawn / rush buy 8 units in a city per turn because it can't hold any more. (I was fighting an AI on endless that snowballed and controlled half the map, so even with healing I had to keep spamming units to flood its territories.)



So yeah it's not teleportation, but it's damn close when you can buy units in the city you just took and keep pushing forward. smiley: smile




The thing is, every other faction can do this as well. Heck, I won an economic victory with Necrophages even though I wasn't even trying. BLs get a bonus to dust production but other factions can build larger cities, which closes the gap and eventually reverses it. Also, BLs start with the L1 armor tech, which is completely useless and only serves to slow down later research.
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11 years ago
Oct 31, 2014, 6:24:34 PM
Leiska wrote:
BLs get a bonus to dust production but other factions can build larger cities, which closes the gap and eventually reverses it.




I haven't played with all the factions yet, can anyone else buy a borough every turn?
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11 years ago
Oct 31, 2014, 7:50:23 PM
Just won a game on endless with them, around turn 130 from a wonder victory.

I started building the wonder on turn 115 in a size 10 city, which had around 100 industry.

15 turn later the city was size 40 and producing 2000 industry every turn.

That's the power of dust smiley: smile.



Broken lords may be the strongest faction at the very end of the game (probably when this is probably over anyway), but they don't shine at the beginning.

Their main quest is the worst of any faction I have played so far.

Researching 12 technologies on era 1 is a pain in the ass, especially when you don't have the food technology.
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11 years ago
Nov 1, 2014, 12:50:10 AM
Ulto wrote:
Just won a game on endless with them, around turn 130 from a wonder victory.

I started building the wonder on turn 115 in a size 10 city, which had around 100 industry.

15 turn later the city was size 40 and producing 2000 industry every turn.

That's the power of dust smiley: smile.



Broken lords may be the strongest faction at the very end of the game (probably when this is probably over anyway), but they don't shine at the beginning.

Their main quest is the worst of any faction I have played so far.

Researching 12 technologies on era 1 is a pain in the ass, especially when you don't have the food technology.




them and the cultists. Once the cultists get past 10 minors assimilated, the game starts snowballing out of control
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11 years ago
Oct 30, 2014, 11:08:35 PM
JetJaguar wrote:
A formal analysis of "if it's ever worth buying a 7th citizen" would be interesting. that 7th citizen is extremely expensive, so you're probably right.




I'm trying to remember what the 7th pop on my cities cost last time I played. I know I was getting 4k dust a turn by the time I was worrying about it though. Pretty sure it was like 2k dust, with a dozen cities.



I was kind've just bullying some poor AI who I'd gutted economically so I could play around with my Broken Lords.



I do know that I like to get to at least 10 pop in my main city, to complete a triangle. It's not that expensive.
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11 years ago
Nov 1, 2014, 3:40:28 AM
It could be just me, but I just love the backstory of the Broken Lords and how their units/heroes look.



Their latest hero is awesome.
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11 years ago
Nov 1, 2014, 9:12:38 PM
loam wrote:
I haven't played with all the factions yet, can anyone else buy a borough every turn?




Yes. :P







In all seriousness, though, sure, you buy a borough to your capital every turn, but if you expanded aggressively, your city growth is going to remain stagnant for a very long time while food based races snowball hard off that.
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11 years ago
Nov 1, 2014, 9:19:24 PM
DrakenKin wrote:
10 is too high a number. If you try to build up to 10 before doing something major like attacking you will lose. 6 is a better number to start rolling (or even sooner), as I said it is better to capture those fat AI cities that are already built and populated. Your first few cities are just there to give you your starting armies and tech.




Never said I waited for the pop before doing anything.
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11 years ago
Nov 1, 2014, 11:05:14 PM
godman85 wrote:
them and the cultists. Once the cultists get past 10 minors assimilated, the game starts snowballing out of control


The cultists can become unstoppable as soon as you capture your first village and 7 free tiles, which can happen as soon as turn 7.
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11 years ago
Nov 2, 2014, 3:16:14 AM
Leiska wrote:
Yes. :P







In all seriousness, though, sure, you buy a borough to your capital every turn, but if you expanded aggressively, your city growth is going to remain stagnant for a very long time while food based races snowball hard off that.




I'm not sure about that but I haven't played enough yet to really comment on the balance of everything, I was more just counter exampling the people who said BL can't build large cities. Just for the sake of argument though I don't understand your picture exactly: how do you buy a borough every turn if your population timer says 5 turns? Wouldn't that be a borough every 10 turns? I played the cultists and can't think of what would do it.
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11 years ago
Nov 2, 2014, 4:00:37 AM
loam wrote:
I'm not sure about that but I haven't played enough yet to really comment on the balance of everything, I was more just counter exampling the people who said BL can't build large cities. Just for the sake of argument though I don't understand your picture exactly: how do you buy a borough every turn if your population timer says 5 turns? Wouldn't that be a borough every 10 turns? I played the cultists and can't think of what would do it.




I thin JetJaguar didn't realize how the BL changed since the patch.
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10 years ago
Nov 3, 2014, 3:42:50 PM
loam wrote:
I'm not sure about that but I haven't played enough yet to really comment on the balance of everything, I was more just counter exampling the people who said BL can't build large cities. Just for the sake of argument though I don't understand your picture exactly: how do you buy a borough every turn if your population timer says 5 turns? Wouldn't that be a borough every 10 turns? I played the cultists and can't think of what would do it.




It's 1/5 turns because all villagers are on production. If I put them on food it becomes basically 1/turn. Also, that was a custom Cultist faction with the Necrophage trait that lets you build a borough for each pop.
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11 years ago
Oct 29, 2014, 1:25:27 AM
I'm playing my first game as The Broken Lords and it isn't going well. In my previous games as The Wild Walkers and Ardent Mages, I've been decently challenged through-out most of the games (thanks to using VieuxChat's AI mod and a few modding tweaks of my own); but I came back and won, usually thanks to a conquering spree during the late game (impossible difficulty combined with the AI mod and my tweaks made earlier conquest impossible).



but in my current game as The Broken Lords, it's hard to imagine ever making a come-back.



What are the real strengths of this faction? I know about the instant healing, but that seems to be about it. When I think of what the other factions can do, I'm left wondering what The Broken Lords have to compete.



So what are the advantages of The Broken Lords that I've missed? Thanks in advance.
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11 years ago
Oct 30, 2014, 10:16:46 PM
bobthe wrote:
Turtling is definitely not their only option. I've played them maybe half a dozen times so far and I do best when I am aggressive with them. Use their insta-healing to your advantage early on.



I also have never in all my games with them paid for a citizen above the 6th. All my starting cities end up at 6 and all the cities I take over sit at whatever they are when I capture them (unless they are under 6 then I buy up to 6). It just seems more cost-effective at that point to buy buildings instead of more citizens, but I haven't done a formal analysis. I just know I do well with this strategy. The downside is that your city size is small and you don't get level 2 districts, but capturing a few 15+ population cities is so much easier than buying up to that level.


A formal analysis of "if it's ever worth buying a 7th citizen" would be interesting. that 7th citizen is extremely expensive, so you're probably right.
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11 years ago
Oct 30, 2014, 9:47:39 PM
Turtling is definitely not their only option. I've played them maybe half a dozen times so far and I do best when I am aggressive with them. Use their insta-healing to your advantage early on.



I also have never in all my games with them paid for a citizen above the 6th. All my starting cities end up at 6 and all the cities I take over sit at whatever they are when I capture them (unless they are under 6 then I buy up to 6). It just seems more cost-effective at that point to buy buildings instead of more citizens, but I haven't done a formal analysis. I just know I do well with this strategy. The downside is that your city size is small and you don't get level 2 districts, but capturing a few 15+ population cities is so much easier than buying up to that level.
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