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Racial comparison (warning: long)

Those are a whole lot of numbers that are not so easy to interpret.
Let me give it a try.

As I understand it:
Gnolls are worst at production, while the generic races (Beastmen, High Men, Nomads, Orcs) are best.
Barbarians are worst with money, while Dwarven are best at hoarding gems.
Gnolls and Lizards are worst at mana, while Dark Elves are best in generating mana.

In short, Gnolls suck.
--I like ILSe
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(August 17th, 2013, 09:26)I like Serena Wrote: Those are a whole lot of numbers that are not so easy to interpret.
If the first two numbers are big, it's expensive to build and maintain a maxed out city. For all the other numbers, bigger is better.
(August 17th, 2013, 09:26)I like Serena Wrote: Gnolls are worst at production, while the generic races (Beastmen, High Men, Nomads, Orcs) are best.
Barbarians are worst with money, while Dwarven are best at hoarding gems.
Gnolls and Lizards are worst at mana, while Dark Elves are best in generating mana.

In short, Gnolls suck.
Actually, lizardmen are the worst at both production and gold, klackons are the worst at mana.
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(August 17th, 2013, 20:19)Anthony Wrote: If the first two numbers are big, it's expensive to build and maintain a maxed out city. For all the other numbers, bigger is better.

But then, normally I wouldn't build everything.
No sense in maintaining military buildings if we're not building military units.
No sense in maintaining ship related buildings if we're not building ships and if we don't need them for a merchant's guild.

Quote:Actually, lizardmen are the worst at both production and gold, klackons are the worst at mana.

Ah, my mistake.
--I like ILSe
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The dwarves also get to that high money extremely quickly as they don't need to build a bank or merchants guild to do it. Same with productivity, they are limited from the high end buildings but don't need them.
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Dwarves are situational, but their usefulness is a very common situation. Dwarven Settlers is a prized unit for sure. The most important thing isn't much of gems hoarding, but crystals, especially yellow ones. When I see one on the map, I wish I had Dwarven Settlers. A little city with Miners Guild is just like a solid node that way.

As for Gnolls, they have 2 hits per figure and Wolf Riders, pretty early on, so kind of blitzkrieg thing. Not tricky enough, but paired with Warlord and Alchemy it's a solid choice.
Lizardkin excels on small land size, 2 hits per figure, nice blitzkrieg.
Klackon are a little underbalanced. Their -2 unrest doesn't make up for +20% unrest, because first is an exact number and second is percentage. They lack expensive buildings, especially religious.
The "patience" is called "patience" because it needs about twenty minutes of patience.

Road Construction Unlimited
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(August 18th, 2013, 08:20)TwilightSparkletheAlicorn Wrote: Klackon are a little underbalanced. Their -2 unrest doesn't make up for +20% unrest, because first is an exact number and second is percentage.
That's not actually the way it works. Klackons have a racial unrest modifier of -2 if your capital is klackon, +2 if it's non-klackon. On testing, this is actually -20%/+20%, not -2/+2 -- a pop 17 city with no garrison and no shrine had
tax 1.0: no rebels (calculated is 3.4; with -2 unrest it would be 1.4, with -20% it would be 0)
tax 1.5: 1 rebel (calculated: 5.1; with -2 unrest it would be 3.1, with -20% it would be 1.7).
tax 2.0: 4 rebels (calculated: 7.65; with -2 unrest it would be 5.65, with -20% it would be 4.25).

This is overall a bonus -- it's not as good for cities below pop-10, but klackon building limits don't make a big difference until cities get large.
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