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unmerged(182689)

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Umbral, you've got some inaccurate information in your document. Turtle gives +35 missile defense, not +30. You also have cities listed as attacking three spaces away, when they actually only attack two. Pubs are a monster only building, but aren't listed as such in your document. Also, each race builds different special units at temples; for instance you've got Wolves of Helia listed for Helia temples, which is what monsters get, but humans get Archers of Helia instead.

Regarding faction balance, I've found that the Undead are the easiest to manage economically since pretty much everything runs on mana and they can generate a ton of it really easily. Definitely the best faction if you want to cast a lot of spells or rely on summoned units. However, none of the faction-specific units can compare to Old Trolls. They have 90 hit points and regenerate 20 per round, and they hit pretty hard, plus double damage against cities. They're insanely overpowered.
 
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Arilou

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Nothing other than the pumpkin farm - +4 food, +4 mana. Not bad. Better than iron (useless after the first one) or pigs (+6 food for everyone). Too bad no pig cavalry.

Monsters will eat the donkeys, +10 food or something. The magic node can also be built as the great cheese (+12 food) for monsters. They produce so much food it's ridiculous.

Monsters can also build Order of the Stubborn Knight for donkeys. Not sure if humans can, but undead can't.
 

LordMagus

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How are undead weak early game? They get archers and warriors with one building, their troops are resistant to missiles so your archers won't do anything, and when using warriors against them, they got slaughtered :/ plus undead warriors have higher hit points
 

unmerged(182689)

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Any unit-producing tile can be used by all factions to produce units or provide upgrades if that tile has one. Some factions get other stuff on top of this, like the monsters getting an option to get food instead.

Other tiles typically have one option that all races have in common, and a second option that varies by race (not all races get a choice, though). Everyone can build silver mines on silver, but there are three different secondary options. Everyone can build Magic Testing Areas on a magic field, but the Humans can also build a magic farm instead that gives +10 mana and +10 food. Everyone can build mana pumps, but the monsters can use them to make cheese. Lots of cheese.

If you have access to multiple races, it's a good idea to learn which ones can build what on different tiles, so you can plan accordingly to get the best upgrades first. I try to get a silverwork armory from a human town on the first silver I can find, since that upgrade is fantastic. The silverwork brewery that the monsters can build isn't as good most of the time, but I try to get one up once I've got the armory finished. One of my first priorities is to find a monster town and a pumpkin patch, because the Blessing of Hill'o'Win is a hill of win.
 

A_Cruel

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pumpkin and monster is a crazy combo, you get a +3hp heal per turn for your units
Go pray Fervus. It's rep25 spell (Natural regeneration) gives +15 heal per turn... Give that to trolls (or minotaurs with their aoe attack and smash everything nonstop...

Actually you can get baseline +21 regen: +2 pumpkin, +2 Elemental regeneration, +15 Nature regeneration, +2 for perk.
Also Fervus will give you chaos ward spell. +60 elem resistance. It's really imbalanced boni, comparing to the Dauros ones (it's counterpart).

They really need to nerf this for multiplayer, otherwise first one getting the holy site - wins..
 

unmerged(182689)

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Go pray Fervus. It's rep25 spell (Natural regeneration) gives +15 heal per turn... Give that to trolls (or minotaurs with their aoe attack and smash everything nonstop...

Actually you can get baseline +21 regen: +2 pumpkin, +2 Elemental regeneration, +15 Nature regeneration, +2 for perk.
Also Fervus will give you chaos ward spell. +60 elem resistance. It's really imbalanced boni, comparing to the Dauros ones (it's counterpart).

They really need to nerf this for multiplayer, otherwise first one getting the holy site - wins..

At least some of your numbers are wrong. Pumpkins are +3, as is Elemental Regeneration.

How much does that Natural Regeneration spell cost to cast and maintain?
 

aqvamare

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you forgot the big tree unit with the +10 heal regg aura as support unit.

and the +3 hp heal are for my flying undead dracolin, it is normally the damage they get when they stand in a middle of a flield of range attack units :)
 

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Any unit-producing tile can be used by all factions to produce units or provide upgrades if that tile has one. Some factions get other stuff on top of this, like the monsters getting an option to get food instead.

Remember that while all races produce the same unit from normal resources, they have different religious units from building temples on Holy Sites.
For example Wolves of Helias (Monsters) vs. Archer of Helias (Humans).

They likely have a large impact on faction balance considering how powerful they can get. But I have seen too few of them to judge their balance:
 
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unmerged(485431)

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In the early game I think Humans are strongest. Undead don't need much food so that is a nice advantage, but skeletons are pretty bad.

Imho bats are a strong advantage for undead early on, allowing easy scouting (safe from melee, able to explore oceans, etc.). This can give quite a lot of gold early on. Monsters and humans can't really compete with that, unless they get lucky and get "summon serpents" as one of their initial spellresearch choices.
 

unmerged(182689)

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Remember that while all races produce the same unit from normal resources, they have different religious units from building temples on Holy Sites.
For example Wolves of Helias (Monsters) vs. Archer of Helias (Humans).

They likely have a large impact on faction balance considering how powerful they can get. But I have seen too few of them to judge their balance:

I am aware. I've seen a lot of religious units having played a long game and experimented with a variety of temples from different races, but I haven't seen them all yet to draw any final conclusions. I will say that by the time you're clearing Holy Grounds you probably have access to other races, and since the first building you can get is a temple the -50 growth penalty you get for cities of another race doesn't matter much as it would if you were trying to build up to Trolls, Vampires, Dracoliches, etc.

I'm in the process of compiling unit stats in a spreadsheet, and I'm just about done. Looking at them side by side, I've noticed that Human units aren't anything special, and they lack powerhouse late game units entirely. All you've really got to look forward to are Clerics/Mages and their upgraded variants, but they don't compare favorably to units like Trolls and Vampires. Clerics are outclassed by Shamans in all useful respects; Shamans do more damage and heal more damage, resist damage better, and their upgraded form gives +50 missile resistance to all adjacent units, while upgraded Clerics merely do more damage but don't get anything else to help your army. Rangers have no resistances against anything except Life magic, which every living unit has, while Goblin Sharpshooters get 50 resistance to melee/missile attacks. Veterans are alright but they're slow; I'd rather have Seasoned Goblin Spearmen. Skeleton Veterans are about as good and cost less to upkeep on top of that, but Undead have better options for the meatshield role compared to Humans who are stuck with Veterans. Really the only units that Humans get that is noticeably better than other races are Cutthroats, and it's hard to carry a war on squishy melee units.
 

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I am aware. I've seen a lot of religious units having played a long game and experimented with a variety of temples from different races, but I haven't seen them all yet to draw any final conclusions. I will say that by the time you're clearing Holy Grounds you probably have access to other races, and since the first building you can get is a temple the -50 growth penalty you get for cities of another race doesn't matter much as it would if you were trying to build up to Trolls, Vampires, Dracoliches, etc.

I'm in the process of compiling unit stats in a spreadsheet, and I'm just about done. Looking at them side by side, I've noticed that Human units aren't anything special, and they lack powerhouse late game units entirely. All you've really got to look forward to are Clerics/Mages and their upgraded variants, but they don't compare favorably to units like Trolls and Vampires. Clerics are outclassed by Shamans in all useful respects; Shamans do more damage and heal more damage, resist damage better, and their upgraded form gives +50 missile resistance to all adjacent units, while upgraded Clerics merely do more damage but don't get anything else to help your army. Rangers have no resistances against anything except Life magic, which every living unit has, while Goblin Sharpshooters get 50 resistance to melee/missile attacks. Veterans are alright but they're slow; I'd rather have Seasoned Goblin Spearmen. Skeleton Veterans are about as good and cost less to upkeep on top of that, but Undead have better options for the meatshield role compared to Humans who are stuck with Veterans. Really the only units that Humans get that is noticeably better than other races are Cutthroats, and it's hard to carry a war on squishy melee units.

Can you please add the information to the wiki?
Currently many undead units are missing.

I haven't played much but I found that the 3 range on the catapult is quite good as it allows you to have another line of battle. Also, the guardian monsters don't react to units 3 hex away, but that goes into exploit territory.
Imo I think it is also quite a weakness to need a rangers guild to build bowmen.
 

unmerged(182689)

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Well, adding to the wiki's more work than I care to do since the format looks like kind of a train wreck, but if you want I can email you the spreadsheet so you can add it. I've finished the basic units for all factions. Religious units are missing, as are almost all of the special units like Halberdiers and such.