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Lord Xia's Treatise on Sovereign professions.

Lord Xia's Treatise on Sovereign professions.

Every Sovereign has a profession that gives them a boost and makes them special compared to your average Champion.  Lets break them down.  Feel free to disagree and discuss.

 

Adventurer This profession allows you to hire champions you have access to for free.  Access is depending on kingdom/empire and tech research.  How good is this?  From the start this saves you about 100 gold on your first champion.  AS the game progresses, it can save you thousands of gold.    Some of the higher caliber Champions cost over a thousand gold, this will let you higher them for free.  This is an excellent profession.

 

Armorer  This gives every unit, champion, sov, everything a +25% bonus to their defense.  It's great.  

 

Bandit Lord This profession allows you to hire bandits you meet in in combat for 25 gold and you start with two bandits from the start of the game.  The bandits you start off with are useful only in the very early part of the game, but can make the very early part of the game easier.  Hiring new bandits can be fun, and can bolster your ranks early in the game, but, they are weak troops and you are pretty limited in your options.  There are no good bandits to hire, and frankly 25 gold is rather expensive for what is available.  This is really a newbie crutch of a profession,  It's really not very good, as much as I think the idea is fun, the problem is bandits really suck and will only be of marginal use and your money is better used elsewhere.

 

BeastLord This gives you the Tame ability, so with some mana cost, you can tame almost any enemy that is a "beast".  The beast can resist.  There are a lot of useful beast out there from Great Wolves and their Howl ability, to Umbredroths toughness and overpower, to Giant ass Hoarderspiders with tons of HP.  Great choice.

 

Diplomat This profession gives you a 30% trade bonus with the AI, 20 influence and the Silver tongue ability.  I can't really say how good the 30% bonus in trade is, I have used Diplomat and have traded, but can't ever think that I really noticed a huge difference, as the AI tends to rape you in deals.  The silver Tongue ability is a really fun one, it allows you to bribe a trained unit from the enemy during combat to switch sides.  It has it's limitations, you can't get Jugs this way, but it's a fun thing to do.  Want some Tarth Archers or Capitar warhorse knights?  Silver Tongue them and they are yours.  But, it cost 30 influence to do, and the ability only gives you 20 influence, so you can't even use the ability once unless you happen to find a prestigious location or level a town and build an influence building, but it's not something you are likely to be able to use early.  Overall, this isn't a bad choice, it's rather fun, but overall mediocre.

 

General This gives the Sov's army a +25% exp bonus.  Big bonus and this is an very good choice.

 

Hunter  This gives you a +50% damage to beast.  This is fairly useless.  Beast are rarely your biggest concerns in this game.  It's nice to do extra damage to spiders and the occasional umberdroth, but most beast are not that difficult to defeat in the first place and this ability will not do much to help you win the game.  It sucks.

 

 Noble This gives you +1 faction prestige and -5% to unrest to all your cities.  +1 faction pretige is pretty much nothing, it can be slightly helpful in the early game with growing your first city, but it's barely noticable.  -5% unrest in your cities is marginally useful in some instances, but pretty much unnoticeable overall.  Very weak profession

 

Summoner This gives all your summons +2 levels and access to the Summon Shadow Warg Spell.  This is also a Newbie crutch profession  The shadow warg is helpful in the early game, but soon losses relevance  and Summoning as a whole is pretty weak.  There are very few summons that are worth a shit.  And even if there were good summons, "Level" increases don't really make a unit all that much more powerful, really only gives them more HP.  Maybe if you get summon earth elemental and take this with a lot of other summoning bonuses, you can summon a single useful earth elemental, but is it really worth it?  Fuck no, this sucks.  

 

Warlock This increases the damage of your Sov's spells by 50%.  It's pretty damn good.  Solid choice.

 

Warlord This decreases unit wages by 50%.  Half priced troops?  Yes please.  This is a pretty solid choice, only made not fantastic by the fact that you probably don't need a lot of trained troops, but if you like to build large armies, this is excellent.

 

65,883 views 37 replies
Reply #26 Top

Quoting Humility, reply 26
Well to be fair, Altar isn't much a diplmat, he is a adventurer in storyline if you playing single player storyline, Now I don't know what krax personal in storyline...hmmm.

He's an adventurer as in having adventures.  He does not exhibit any particular ability to gather allies thought charm and presence, and if anything shows an amazing genre blindness. It's shocking how oblivious he is to hints, warnings and advice, up to and including a slap on the head.

Karavox is getting a bad rep in the storyline.  He looks like the only sane man to me.  With idiots like Realass and Porcupine in charge, the people of both East and West would have been lucky if he had been able to prevent Realass's violation of Cherry.

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Reply #27 Top

Hunter- 50% damage to beasts and you gain gilden too on beast kills (mount those heads on trophies) and a little bonus to influence and -5% unrest since people know they are safe from beast. 

 

Summoner- Every other time your sov gains a level when you cast a summon creature you an extra creature. Level 3- 2 creatures, level 5- 3 creatures, etc... Every time you level your summon creatures gain a level... 

 

Reply #28 Top

I think Noble would be an interesting choice if the profession had a more noticeable effect on city growth. For example, by not splitting faction prestige among your settlements but instead add the full amount to the growth of each settlement (or perhaps just the capital). An ability that allows the player to spend gold to increase faction prestige could also work.

 

Reply #29 Top

Hunter could definitly use some love. The double loot on monsters, gilden loot on beasts, scouting traits, crit chance buff are all nice idea. Why not making it a niche for piercing damage and scaling initiative ( like + x% piercing damage, +1 initiative per level), would go well with path of the assassin to get some kind of thief sovereign playing with bows from range or spears in melee, acting quick and proving deadly.

 

Bandit Lord - Lots of good suggestion. Honestly you shouldn't get any fees using bandits. Would be fun to convert them whit influence but then Relias would be the only one to use them really effectivly.

What I would like to see is a way to produce them or start with a bandit lair and give bandits the option of ransacking mines/altars/crystal crags, warg dens, stables, outpost when on top of them, for a certain sum of metal/gold/mana/crystal/wargs/horses/population to closest city. Would definitly play a Tarth game with that trait ^_^ ! Come at me my minions!

Reply #30 Top

I agree with the OP on the strengths and weaknesses of the various professions.

In addition to what has been said about Summoner, I'd like to add that most of the other professions will serve any kind of mage better than Summoner will serve any kind of mage, because levels don't do much for summons and you don't have access to that many summons anyways. I mean, even Bandit Lord is better at providing cheap meatshields for your sovereign in the early game, and late game it's not like you're going to be using summons as an army for your sovereign, since they are generally slow moving and weak. Beastlord is probably the best of the professions for providing the feeling of being a summoner with a powerful/massive army of summoned monsters, and the Summoner bonus to summoned creatures is largely unnoticeable so taking any other profession isn't really a loss; Warlord, Armorer, and General are better for a support mage sovereign, since they either increase the number of units you could field or provide direct benefits to the troops you want your mage to support; Warlock is by far the best profession for a damage mage, for obvious reasons, though since none of the other professions really benefit a damage mage I suppose Summoner isn't any worse than they are when building a damage mage.

I think Noble might be good for a warrior sovereign, as you can take the Cruel weakness for +1 attack and have a net of +0% unrest, but it's otherwise uninteresting and relatively weak.

I'd kind of like to see Hunter provide some incentive to use bows - perhaps extra attack when using a bow or a reduction in the initiative penalty for using a bow, or as some people have said earlier in the thread give a critical chance bonus. I'd also support it acting like the Scout ability on your sovereign.

Reply #31 Top

I am a firm believer that Sov history traits should only affect the Sov, giving he or she a unique feel in the game world. I hate any and all traits that are mere additional faction traits for the whole empire. It's a real missed opportunity to add some real loreful flavor to the game. 

Good thing we can mod things we don't like.  :thumbsup:

Reply #32 Top

Quoting seanw3, reply 32
I am a firm believer that Sov history traits should only affect the Sov,

Hear, hear.

Reply #33 Top

Quoting joeball123, reply 31
...I think Noble might be good for a warrior sovereign, as you can take the Cruel weakness for +1 attack and have a net of +0% unrest, but it's otherwise uninteresting and relatively weak.....

You can take Cruel without gimping yourself with Noble. The ill effects of the Cruel trait are vastly overstated.

Reply #34 Top

Quoting rvgr, reply 34

Quoting joeball123, reply 31...I think Noble might be good for a warrior sovereign, as you can take the Cruel weakness for +1 attack and have a net of +0% unrest, but it's otherwise uninteresting and relatively weak.....

You can take Cruel without gimping yourself with Noble. The ill effects of the Cruel trait are vastly overstated.

Perhaps I shouldn't have said 'good'. The ill effects of cruel don't really bother me, and I see a combination of Might and Cruel as a better version of Hunter in the early game. What I meant was that Noble only really seems useful if you're going to take Cruel and are concerned about the +5% unrest from it, and in that way it wouldn't be that bad for a warrior type sovereign. There are certainly better choices to take.

Quoting seanw3, reply 32
I am a firm believer that Sov history traits should only affect the Sov

I agree mostly, but if the Sovereign's history trait in some way provided him/her experience in dealing with some aspect of ruling a Kingdom/Empire, it should provide them with some form of global benefit. For example, the Noble profession could be seen as a talent for picking the right kind of people for your town governors. Warlord I find a bit more difficult to justify, but I'm sure someone could come up with a reason. Maybe a habit of conscription instead of volunteer armies, but that's not really reflected in any other way than the units being paid less, and likely most of the trained troops in the game are conscripts. Beside, it's still a nice bonus.

Reply #35 Top

A level 12 Warlock with good initiative and the right buffs just blows everything off the map.

My main problem with this list is there is nothing for a one man wrecking ball of melee savagery. I made a Pariden melee Sov because I thought you could only get the crown on one of those, but heck, you can get it on everyone. I guess the defence bonus is best for them but I went General.

I think you underestimate the summoner ability only slightly. The 25% bonus to troops is okay, the 50% spell damage is fantastic, but those don't come into play early and if you rotate troops out to the front and keep a few monster spawns like the ones for Ogres or Demons around you can level them very quickly without that bonus.

The beginning of the game, before you unlock Fireball, before you get enough cities to get your mana really humming along is by far the hardest part, being able to summon a warg until you unlock a golem is a huge boost. Yes, beast master is way, way, way better, but it's also truly OP and not something I want to be involved with.

Adventurer is...not ultra useful to be honest, by the time I get my level 9 unlocks I tend to have 10 cities or so and am making upwards of 50 gildar per turn by kind of playing with the taxes a bit. Adventuring gets you plenty of coin as well. It is quite rare with proper planning that you run into a situation where rush buying is the best option, after the beginning part of the game where things are just too expensive unless you started with 800 gildar anyway. It might save you plenty of money, but with nothing else to really spend it on, well, who cares?

Say no to beast bored and try something different.

Reply #36 Top

I like Diplomat a lot.  Being able to convert a tough unit to your cause can really make a difference in city sieges.  And yes, my sov wears a white dress and is named Kahlan... :P

You should definitely think about pairing a Diplomat sov with a faction that has Legacy of the Serrane, as you'll be earning influence every time your caravans complete a trip.  Long story short, you'll never run out of influence so long as you have caravans running.  Yay!

Reply #37 Top

For Noble, make it +2 faction prestige and -10% unrest to all your cities.

Agreed, however unless faction prestige becomes more useful (pulled into giving a bonus to diplomacy or some traits), this could be changed to a flat +1 growth, or +0.5.

I can't really say how good the 30% bonus in trade is, I have used Diplomat and have traded, but can't ever think that I really noticed a huge difference, as the AI tends to rape you in deals

I have noticed trading technology that the numbers are tighter. But some AI go into ass-hole mode when it comes to trading for goods/money/influence.

For Hunter, make it 50% damage to everything.

Perhaps make it ranged damage only. A ranger's profession, a rangers damage boost. Though the bonus to all damage would be nice on assassins...

Well to be fair, Altar isn't much a diplmat, he is a adventurer in storyline if you playing single player storyline, Now I don't know what krax personal in storyline...hmmm.

Give him General. hehehe

You should definitely think about pairing a Diplomat sov with a faction that has Legacy of the Serrane, as you'll be earning influence every time your caravans complete a trip. Long story short, you'll never run out of influence so long as you have caravans running. Yay!

I had this devious idea, however Guile didn't turn it into 6 Influence. :(