May take a long time depending on a number of factors.ĥ] Release as vassal. The best default option as it has no side effects. The city will become yours but otherwise remains unchanged. Options depend on the races you have cities of.Ĥ] Absorb. The city shrinks in population and changes to the race you select. Same as Raze, except it takes longer and you get gold/mana in return.ģ] Migrate. you lose the city and become evil, but the enemy can't use it without rebuilding it.Ģ] Plunder. You then decide what to do with the city. maybe the spec could use an "alignment dampening" effect that reduces alignment points you get for doing good/evil things (or increase the threshold for good/evil - which would havethe same effect) but i don't really think it's necessary.After you occupy the city and select it, there are four tabs: would be too good if it didn't have the alignment prerequisite. It takes a bit of effort and comes with some gameplay restrictions, but the benefits outweigh the effort, imo. Kill fleeing guards to get some easy evil points (that are also justifiable from a RP perspective) which allows you to use peace/alliance treaties with AI and found some cities without getting too good overall. you get an upgrade to absorb cities at double the normal speed, so just absorb everything you conquer (absorb is alignment neutral). the main lesson i had to learn (being primarily a "good" player who routinely ends up pure good) - don't use vassals as grey guard. you have to be careful with the alignment, that's the only important factor. at first i thought it sounded weak, but after playing the final mission of the campaign as grey guard, i have to say the specialization rocks. Don't think grey guard is weak by any means.
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