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What factions should I expand most in? Not expand as much? etc.

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9 years ago
Oct 5, 2016, 2:33:52 PM

Between our 10 factions (11 with Morgawr(12 with Mezari)) WHo among them should I prioritize expansion with the most? Obviously the cultists cannot expand at all, but among the other factions (specifically Forgotten and Allayi) what is an optimal number of cities? Should I avoid capturing enemy cities if they put me over that number. Beyong disaprooval, what are the disadvantages of expansion?



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9 years ago
Oct 5, 2016, 9:26:44 PM


Roving Clans benefit more than other races from trade routs, so would benefit from expansion

Broken Lords are pro-expansion as it is very easy for them to produce lots of settlers quickly early game.

Wild walkers are pro-expansion as they have production for settlers and get influence from building stuff.

Vaulters/Mezari are ok with expansion as they have teleport and typically lots of strategic resources.

Drakken is ok as their influence gains scales with expansion somewhat and they can force truce to protect their land.

Ardent Mages and Forgotten, I don't see how they benefit from massive expansion differently from the standard trade-off for all races.

Necrophages are anti-expansion in early game as they have to kill and rebuild villages, they obviously are pro-expansion by conquest late game when they have 10000 battleborn.

Allayi are anti-expansion as there approval penalty is much higher.


Good number of cities is 3-4 with minimal investment in approval techs, 7-8 with a bit more approval mitigation.

Late game you can have lots of approval mitigation and can conquer whatever you want.

Besides approval drop, the influence cost of the empire plan and the price of luxury boosters are main disadvantages of expansion.

 

Updated 9 years ago.
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9 years ago
Oct 6, 2016, 7:39:42 PM

most of the time I go up to 6 cities for the begining and expand to supportable size on any empire (except for the cultists of course) like KPEMEHb said the only factions I keep small empires with are the argent mages and the forgotten and the allayi, those three are because of different reasons the argent mages because you want to keep your pillars up, the forgotten because you don't want other people to find you, and the allayi because they grow to slowly to make multiple cities worth it.



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9 years ago
Oct 6, 2016, 9:45:54 PM

@Lorco:

Sorry to butt in, but... I don't see why Pillars are explanation for Ardent Mages. Having multiply cities, iirc, does not make rasing pillars more expensive. Not by itself, unless I remember it wrong.

Updated 9 years ago.
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9 years ago
Oct 6, 2016, 11:58:46 PM

There is no special benefit for Ardent mages from expansion. You are unlikely to have too many pillars (they become too costly) so as to need more cities to fit them around.

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9 years ago
Oct 7, 2016, 11:01:30 AM

Depending on how you expand the city, I would say it's quite possible to have multiply pillars on one city. And for benefit - more science? Especially if you develop the city? But then again - Ardent benefit from high approval, thanks to bonus for dust and science that both can be used.

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9 years ago
Oct 7, 2016, 6:03:03 PM

That was kinda my point, you can fit 4+ pillars around one city, you don't need too many cities for your pillars.

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