pumpkin and monster is a crazy combo, you get a +3hp heal per turn for your units
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.
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...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..
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.
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.
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.
while upgraded Clerics merely do more damage but don't get anything else to help your army.
All healer type units get this when they level up enough. Shamans get it too.They get a healing aura perk, or don't they factor in your spreadsheet?