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Unique faction quest reward that absolutly must get in order to survive winter?

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10 years ago
Sep 8, 2014, 7:48:56 AM
So what are the unique faction quest rewards that really require in order to sustain a reasonable faction growth? As far as I know:



Vaulter - Winter Shelter

Necrophage - Fungal Laboratory

Drakken - 0ologic Nursery



How about other four factions?
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10 years ago
Sep 8, 2014, 8:30:30 PM
The Ardent Mages get a tech that actually increases the output of their magic pillars during the winter, though I can't remember the name of it (I think it was something not very imaginative like "Winter Pillars").



Roving Clans don't appear to get anything but I still haven't progressed beyond Step 6 with them. All of their faction tech from quests is devoted to improving trade routes, which aren't affected by winter anyway.
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10 years ago
Sep 8, 2014, 11:06:18 PM
Well, technically the issue of winter growth is food production; everything else can be solved by mass building districts in late game.
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10 years ago
Sep 9, 2014, 1:52:43 AM
Ok, just finish all Wild Walker quest; no sorry there is no unique improvement to support Wild Walker to survive winter, so once eternal winter hit you die. That probably means Wild Walker needs to go blitzkrieg or it would die really hard once winter head in.
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10 years ago
Sep 9, 2014, 5:30:59 AM
Wild Walker can build that much production that they can build food stockpiles and then feed them to everyone every turn and still build units on top of that.
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10 years ago
Sep 9, 2014, 9:39:14 PM
And of course, everybody can put governors in their cities and build up to the governor skill that allows the city to ignore winter effects.
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