![]() While its possible to be the Undead and work on your relations with the Highmen to the point that a Highman archer will actually LIKE serving you, you will NEVER be able to use a creature of pure good without a high chance of desertion (e.g., the Valkyrie). Finally, migrating is rarely done without having to worry about revolution, which costs units to act as garrisons which neutrals can use to scout ahead, find more resources, or to help fight in a battle or siege.Ĭreature usage is also a factor. Migrating cities also kills all the gold it usually produces while migrating is in progress (which on average always ends up to losing around 100 or more gold), which, again, neutrals don’t have to worry about. In the 4-5 turns it takes to migrate a hostile city, A neutral race will usually be upgrading or installing new units. This means you will be doing quite a bit migrating, which not only worsens relations further, but costs valuable time, money, and resources. If you play a pure race, the chances of capturing cities that will be happy with you without revolting and being able to use their creature units without poor moral is not very likely. As you can see, there is a huge difference between being pure good/evil and being a neutral diplomatically. The four neutral races get decent relations with 6 races and get along very well with 4 races. The pure good and pure evil races (1 and 5 on the scale) only have decent relations with 3 races, and only get along really well with themselves (except for Highmen, which remain on good terms with the humans). Also note that you start most games with a set diplomatic race relation with all races on that map lets take a look at the “numbers.”Įvery race that is aligned as good or evil (which we could call 2 and 4 on the alignment table), will-at the outset-get along well with 5 races and really well with 3 races, and they can usually use the creature units from those races as well. Note that creature units of any race will happily serve any other race as long as they aren’t 2 steps away on the alignment table (pure good=1, pure evil=5, neutral=3). In general, you have a chance of encountering 12 possible race cities whenever you go out to conquer places the first time. Neutral: Frostlings, Humans, Azracs, Lizardmen Pure Good (1) - Good (2) - Neutral (3) - Evil (4) - Pure Evil (5) There are 5 possible alignments in Age of Wonders: While the Highmen and Undead may have the most powerful units, they encounter many diplomatic difficulties by being pure good and pure evil. ![]() The purpose of this article is to show the advantages of being a neutral race and the disadvantages of being aligned with either good or evil. The Important Strategic Value of Good Diplomacy Forum Images Scenario Design Strategy Units Mods Downloads
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