Newly captured cities with negative Amenities receive an additional layer of negative Loyalty, so holding onto them is even harder than normal. Every player with an aggressive playstyle knows how annoying, sometimes devastating, war weariness can get. Enough war weariness points will turn into negative Amenities that will affect newly captured cities and cities near the sites of the battles/deaths. To simplify what war weariness is, basically, after every battle your units fight (regardless of whether they initiate the battle or not) and for each unit of yours die, you will accumulate war weariness points. To the World's End Immune to war weariness This mechanic is in place to prevent Free City exploits where Macedon used to be able to gain an unlimited number of Eurekas and Inspirations when they keep letting their cities flip independent and reconquer them. Now, if you manage to capture that city again, you will still gain 1 Eureka from the newly-constructed Encampment, but the Seowon will not grant you an additional Eureka, since it already did before. Afterwards, the city flips independent and back under Korea's control, when they build an Encampment. For example, you manage to capture a Korean city with a Seowon in it, that Seowon will give you a free Eureka. If you truly want to be make the most out of this ability, try to complete all boosts of the previous era before capturing cities, so the boosts you receive will belong to the next era, which are more expensive in terms of Science and Culture, and also harder to trigger.Įach District in a city will only give you the appropriate boost once. Techs/civics of different cost in the same era have the same chance of being given for free. For example, if you are in the Medieval Era but still have a few techs/civics in the Classical Era whose boosts haven't been triggered, the Eureka and Inspiration you receive will be Classical. The Eureka and Inspiration you receive will belong to the earliest era where you still have techs and civics whose boosts haven't been triggered yet. Depending on these insights and the fact that you will start your conquest very early, you should target these civilizations first, giving time to other late-game oriented civilizations to develop what you need. Korea with their early Seowon is guaranteed to give you Eurekas when you conquer their cities, just like how Greece is likely to reward you with Inspirations thanks to the Acropolis. Out of the 4 Districts, Hojo Tokimune can build 3 of them at half cost, so Japan may want to erect those quite early. The Basilikoi Paides also helps you earn extra Science just by putting troops on the field as well.Īlthough there is little you can do to control what Districts other empires would be building, sometimes certain civilizations would gear towards some Districts more than others. Of course, an Inspiration or a Eureka is relatively equal in value, but considering that you constantly need to upgrade your units to gain an edge in combat, you most likely want to target cities with Encampments and Campuses. Hellenistic Fusion alleviates these limitations, allowing Macedon to start waging wars really early without any hesitation. Often, early wars are quite costly, since you have to dedicate Production to build an army, thus leaving you lagging behind in terms of Science and Culture. Your job is to go to war and conquer their cities, which is what you want to do as Alexander anyway, regardless of whether this ability exists or not. This is a decent civilization ability, but there is just not much strategy you can plan around it, since it relies on what Districts other empires build, not on you. The Macedonian civilization ability highlights the importance of war.
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