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Bonuses

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An important part of the game's development is obtaining and utilizing different types of bonuses, from the humble terrain bonuses to the decisive region bonuses.


The most profitable way to squeeze the bonuses you receive is to try to boost the aspects of your empire where you receive the most bonuses.


Beyond the obvious (if you rule a region that makes you produce more tools, surely you have already thought about increasing your production of that resource), it is important to know that the bonuses are cumulative. So, for example, if you are in a clan that rules a region that produces x3 food, it might be a good idea to found your cities in the plains, so that the production after applying the region bonus would be 80%, leaving a total production of 540% (x5.4). In addition, if you are an elf, human or dwarf, you could give priority to the policy of "the woman", with which you will get approximately 11% more in food production, so that our empire would produce approximately x6 food thanks to the cumulative bonuses.


This example can be extrapolated to many other aspects of your empire, and it is up to you to decide how to take advantage of it in the way that suits you best.





Here are some strategies that have proven to be effective:



  • If you rule a region, it would be convenient for you to know which races will bring you more benefits in that region, and which aspects to enhance in your empire, for example:


    • Rule a gold region pacifism (bonus to gold) bourgeoisie (humans only) smuggling routes (dark elves, undead and orcs). Give priority to gold mines, market and black market.


    • Rule a region with bonus to jewel and/or relic production by taking humans (race bonus to jewel and relic production). Give priority to mithril and silver forges.


    • Rule a region of fame with a race with a policy of torture pacifism (bonus to fame production). Give priority to monuments.







  • These examples are very obvious, but if we look at small details, we will find more fields where to squeeze the accumulation of bonuses. For example:


    • If we have a city in a terrain that gives more bonuses to defense, it would be interesting to defend it with troops with high defenses, since the defensive bonus will affect to a greater extent the higher the defense of the troops. In these cities we could consider investing heavily in walls, and we can afford to use slower troops, as they will withstand damage better, as long as they are well defended; in addition, we can complement them with an adequate defensive system. Thanks to the accumulation of these bonuses, we could reach almost 70% in defense, so we can allow the enemy troop to strike the first blow without causing significant casualties in our army. We can also use the patriotism policy to make our troops cause more casualties, increasing their attack.


    • If, on the other hand, we have a city in a terrain that significantly lowers our defense, but boosts the attack, then we must use troops with a high attack, and if possible, fast. Here, the priority would be to make ditches in our city so that our troops can strike the first blow before the enemy can make a slaughter with our troops taxed in defense. In this way, by accumulating the attack bonus and a high troop attack, plus the defensive system bonus, if our troops manage to hit first they will destroy the enemy army before they can hit your troops, and when they do, they will be seriously decimated, so the damage suffered will be quite minor.


    • Similarly, when attacking, we must take into account what terrain we attack, and what we are going to face, being advisable to enhance the defense against fast troops, and the attack against slow troops; although focusing on our own troops, generally we will do better if we put in defensive mode the slower troops and with greater defense and in offensive mode the faster and more attacking ones. Note that when attacking, you will be able to modify these values.


    • From the 30th day of the game, approximately, it will be common to have to remove crosses to unemployment in most of our cities, which will involve a significant expenditure of turns. Since we are going to spend our turns, the best thing to do is to increase those buildings that are most convenient for us. First of all, we should remove the little crosses to unemployment by increasing those buildings that take advantage of the region bonus. Once this is done, the next step will be to remove crosses with those buildings that have a production bonus for the land in which the city is located, and finally, give priority to those buildings whose production can be increased through policies, since their bonuses are significantly lower than those of the land, but are still significant and, most importantly, apply to all your cities. In this way, we will make the most of the turns spent in eliminating small crosses to avoid adversity.


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