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Minor Factions - Some Questions

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10 years ago
Oct 4, 2015, 5:05:43 PM
Hello Folks,



Let me test my understanding and ask some questions. I would appreciate any answers/guidance...



1. Your first region only contains one minor faction, and its ONE village; additional regions (cities) you build will also have only one minor faction, but you may have more than one of its villages.



2. Each minor faction can have multiple villages throughout your and other players' regions. These villages spawn roving armies continually, analogous to Civ's Barbarians...



3. You can either Attack (and destroy) a village, bribe it (takes money & you need the Language Square Tech (Tier 1)), or Parlay (do its quest, need Language Square Tech) with it.



4. Parlay: Let's say you completed the quest/requirement found/ item extracted - that is not enough; you need to have any of your units go back to the town that originated the quest request, and hit the Parlay button again. This will then complete the transaction/quest. The village with the original quest request has a chalice symbol above its village.



5. If you are successful in #3, this is called Pacification (even if you destroy the village).



6. Once Pacified, the village no longer spawns armies (Barbarians).



7. If you Parlayed with a Minor Faction, and completed their stated quest, ALL villages of that Minor Faction throughout the game map are pacified.



8. If you attacked and destroyed a Village, you need to rebuild it, if you want ANY benefit from that particular village. The village will appear as an option to "rebuild" inside your "Available Construction" box inside your City Screen of the region that attacked that Minor Faction.



9. Minor Factions have benefits to you, ONLY if you assimilate it, which is done in your Empire Management Screen.



10. You start the game with one minor faction "slot" available, meaning, you can only assimilate into your empire, and reap that faction's benefits of one minor faction.



11. Assimilation also requires influence points, and you are told how much by the # above the assimilate button. The assimilation points required increases with each slot available (just guessing), by how much?



12. To increase the amount of minor faction "slots" you need the following technologies: Native District (Tier 2), and, finally, Cultural Indoctrination (Tier 4). In other words, you start the game with one available assimilation slot, and you can gain two more slots incrementally, by researching the two mentioned techs.



13. You can swap minor factions that have been pacified in/out of your open slots, whenever you want.





Thanks for reading through all of that! What do I have wrong, and, any additional information you can help my family, friend and I out on this topic?



Regards,



Marc
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10 years ago
Oct 4, 2015, 5:19:01 PM
1. Correct.



2. Correct.



3. Correct.



4. Correct, though not al quests require of you to return to the village.



5. Correct.



6. Correct.



7. Incorrect. You only pacify all villages in a region, not across the whole map even if they are the same minor faction.



8. Correct.



9. Correct, though you still benefit from having a pacified (and alive) village in your region through +1 pop (per village). Cultists still draw benefits from non-assimilated minors through the FIDSI around them, a unit spawning every few turns, and pop.



10. Correct. Through research, you can increase the assimilation slot to 3.



11. Correct. It starts at 30, then becomes a 100 I think. I forgot how much it costs for the 3rd slot.



12. Correct, though the Drakken can increase their assimilation slot by 1 in era 1.



13. Correct.



An additional thing to keep in mind with regards to assimilating minor factions is that once assimilated, you can build that unit and equip it with whatever weapons you have. This creates an interesting dynamic, where you can fill the gaps of your "native" military with minor factions. Take for instance the Drakken, who lack a native ranged unit. Assimilating hurnas might be an enticing prospect because they would then acquire the ability to build a ranged unit.
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10 years ago
Oct 7, 2015, 10:56:54 AM
additionally



14. almost all of the goods (everything but heroes) that can be bought inside the market are generated by non-pacified villages thus having all the villages in one game pacified will limit the market to the current goods and the goods sold by the players.
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10 years ago
Oct 7, 2015, 12:25:37 PM
Lorco wrote:
additionally



14. almost all of the goods (everything but heroes) that can be bought inside the market are generated by non-pacified villages thus having all the villages in one game pacified will limit the market to the current goods and the goods sold by the players.




I don't have any hard evidence, since finding the moddable code that governs the markets is really hard. However, I suspect that it's not so much the non-pacified villages, but rather the non-colonised regions. So even if someone goes and destroys or bribes every village on the map the market should still get some content, provided there are still neutral regions somewhere.



Again, this is just a suspicion; don't bet on this info.
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10 years ago
Oct 8, 2015, 2:50:52 PM
you might be right since the only times that full pacification happened in my games was with the higher difficulty AI's which just ended with every region being colonized
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