What sovereign and kingdom do you make?

What sovereins and kingdoms do you create? Why?

 

My Kingdom:

I usually take Mancers race for my kingdom for their mobility. Take "Archers" for better bows, "Enchanters" - for 2 staffs and Skrying pool to get additional essense. I also take "Quick" for more initiative. Then I always take "Lucky" but now may reconsider... What may be better?

The best drawback seems "Uneducated" because it could easily be compensated.

 

My sovereign:

I take Earth and Water apprentices for city enchantments in production and research. But now I think to replace Water with Life to get better growth and expansion from start.

Then I take +3 to Attack talent, Tactician for better initiative and Wealthy to buy equipments and Non-aggression pacts from other sovereigns.

Most of all I used Clumsy drawback if I prefer to use a bow. But now I'm going to use melee and may think to choose Cruel or -20 Spell resistence. Perhaps Cruel is better since +5 Unrest is not that much and may be compensated by many factors.

I choose Armorer speciality. Though I prefer archers, most of my heroes are armed with melee weapons and Armorer definitely helps.

 

What traits and specialities do you choose?

40,243 views 28 replies
Reply #1 Top

i tried several things

but i agree in most terms.

 

kingdom:

enchanters is a must have because of scrying pools - this one is really unique, i dont care about the 2 late game staffs - until this point normally i'm dominating anyway, i never had the chance to even build my special mage riders with leeth staff - i rly have do do this one time.

i never take a malus, since its not really necessary, but when i do i take -spell resist, because you dont need it in the start and in mid to endgame i can prepare for battles against casters and dragons of sort.

i'm more a charge and kill fan not a distance fighter. so i choose initiative and armorer and/or lucky. also, because of love to initiative i take masterwork chainmail instead of plate mail. i really love to kill the enemy before they can even make one move.

 

sovereign:

i concentrate always on +lvl traits like brilliant because they give you rly good bonus stats when lvl 5 or above.

so, i take brilliant, discipline and the 3rd depends - sometimes +mana, sometimes hardy, sometimes tactician.

i played once a summoner mage without any magical prof. (you have your warg and very fast natures ally, and with this 2 summons you rock early game) - in the beginning you miss the spell buffs on the cities, but with other heroes you dont need it rly. so i had 2 points left to use - i picked the staff where you get 3 mana for a kill, well it wasn't ranged and to last hit with such a low level staff its much fighting in game to do to get extra 3-12 mana per fight (without using something) - but still especially in the beginning its very nice - if you play with amarian trait - all your units can cast soul spark so the extra mana is very good. (with amarian blood bonus i guess the attunement talent should be used). 


there are to ways you don't need to take even one magic profeciency:

  1. and obvious: if you have the spellbooks faction strength
  2. if another AI hast the spellbooks (you can buy it in their region)

the second one is a gamble for sure, but maybe you dont want to be a caster sovereign anyway, just choose the right heroes when they come.

and without the prof. you have at least 2 spare points you can put to good use.

Reply #2 Top

Quoting Kentarion, reply 1
there are to ways you don't need to take even one magic profeciency:

and obvious: if you have the spellbooks faction strength

I considered this feature, but its too expensive for nation. Yes sovereign may take all necessary combat and governor features, but nation will be weak. Also situation from start will be more difficult.

But if I start with Earth+Life, then I recruit Rally (Air), then Arcturus (Fire+Water) then I have all magic spheres ready to use. Already at 50 fame.

Reply #3 Top

Quoting webusver, reply 2
Also situation from start will be more difficult

thats right. i prefer it that way. there is nothing more boring then to know you won the game after 50 turns. (i never finish such games)

Reply #4 Top

Quoting Kentarion, reply 3
thats right. i prefer it that way. there is nothing more boring then to know you won the game after 50 turns. (i never finish such games)

As you like rivers, so do I like my nation and don't want to play with a "crippled" nation. I also tend to stop playing when I notice that AI has now chances and mostly falls before me.

Reply #5 Top

Depoends on what I want. If I for example want a really good warrior:

Empire:

Ironeers/Wraith/Tarth

+Lucky

+Quick

+Wanderlust

Thats about it.

 

Sovereign:

Adventurer/Noble/Armorer/General

+1 damage +5 unrest

+3 damage

+1 initiative

+Ereogs Token

+Air 1

+2Initiative Bracers / +4 Armor Bracers

That should do it.

This ensures a very strong fighting force.

 

For a mage I'd choose:

Empire:

Amarian

+Enchanters

+Death Worship

+Scholars

Sovereign:

-Clumsy

+Fire 1

+Water 1

+25% Spell damage staff

+Procipinees Crown / +Brilliant / +2 Mana per season

Reply #6 Top

Custom Wraith Faction.

Then I've been taking Scrying Pool like everyonone else.  Lucky is a must.   After that it can vary.   I like the Athican Leather Armor and ability to get quest maps so I like Wanderlust.   I usually take unarmored as a racial drawback as well so having the beefed leather is a good thing.   I've never noticed that I use armor anyway.

My Sovereign is brilliant and discipline.  These two are no brainers.   I've been only taking Air magic because I plan to go shopping in Queen Procipinie's land later and buy more tomes when she has them for sale.   This gives me an extra two points I can spend on whatever. 

Reply #7 Top

Interesting. The one trait I find indispensable is Master Scouts and nobody has mentioned it yet.

Reply #8 Top

Question: I made my first faction recently but did a small mistake. Now i can't find a way to adjust this faction, even erasing it isn't possible (for me).

Does someone know the trick?

Reply #9 Top

What is your small mistake?  If you know what you want to change, you can open up the faction file in My Documents\My Games\Legendary Heroes\Race and make the change.  I think it's even possible to give yourself more traits than you could normally get, but it's quite possible to just stick with the number of points you normally get.  Same with sovs (in Units directory).

Reply #10 Top

Quoting coyote303, reply 7
Interesting. The one trait I find indispensable is Master Scouts and nobody has mentioned it yet.

If I take Mancers with +1 to move I don't need Master Scouts because even without this trait units may move be 2 squares of forests or hills and that's enough for beginning. When I mount mancers on horses they move for 5 squares thus moving for 3 squares through forests or hills.

There are lots of places without woods and hills and especially - roads, which are easy to construct. There are lots of amazing racial traits which are far more useful than Master Scouts. Like compliment to Master Scouts I may say that it is not the worst trait in the game.

 

Quoting smeagolheart, reply 6
I plan to go shopping in Queen Procipinie's land later and buy more tomes when she has them for sale.

This may take a long time, while you may need econiomic city bonuses right from start.

 

Note: If I play with Life magic, my soverign may take atunement and as a drawback take healing penalty. Then I may cast a spell which heals my soveregn every turn. The spell requires -1 mana every turn but atunement gives +2 mana per turn. Thus in result I have a bonus of +1 mana per turn and my sovereign will always be healthy.

 

Reply #11 Top

Mancers - +1 movement - means I get an extra turn for every two others have

Master Scouts - exelent combo with mancers , means I scout the map, do quests , battle monsters , found cities faster than anyone

Enchanters - for the scrying pool - it greatly accelerates your cities and fortresses build on a 3/3/3 tile will have 4 essences so soldiers build there will benefit from 4 auras -  +4 fireatt/def/hp/init

The Decalon - access to all spell books means you have all city spells (I usually beeline for this tech) and the allmighty Arcane Monolith spell - this spell accelerates your kingdom so much it ridiculous : no more spending 6-10 turns and 30 pop per outpost just 50 mana. Not only instant acces to resources but you also make your kingdom contiguos so cities grow faster

Weakness : - spell res % - overall you will allways be more advanced than your opponents so this will not bother you

Sovereign: Nuker Mage

Air Aprentice : at level 4 you get Disciple for Tutelage

Fire Apprentice : the best school for nuking from early game till end

Warlock

Briliant : for exp and spell mastery

Procipinee's Crown : this guy will be on point for the entire game so he will be heavily enchanted : Tutelage,Cloak of Oceans etc

Staff of Souls : extremely Powerfull - +3mana per kill => after Cloak of Oceans you will generate mana every combat and +25%dmg

Weakness : clumsy - works great you just have to pay attention and position your troops carefully

lvl 2 - mage spec

3- Knowledge

4- Air Disciple - for Tutelage

5- Potential

....

At about lvl 15 with water and earth spellooks this guy can kill anything on his own Cloak of Oceans + Mage spec + Mage trait => -75% spell cost reduction + if you find Mage RObes then -90 % reduction

 

 

Strategy:

Expand aggresively early on and build cities on 4/3/2 ; 3/3/3 tiles only , the latter for fortresses

Enchant all cities with meditation you are leading an mana intensive kingdom

Recruit an life champion - very very important you need Sovereign's Call

Beeline for the spellbooks - buy magic tech only , change research to one of the magic tree leading to spellbookright before getting a lost library , hire heroes that provide research bonus etc

 

Sorry for the wall of text and for spelling errors

Cheers

Reply #12 Top


My preferencesare probably not the best, but they suit my playstyle and I like them.

race/side

Altarian/Kingdom because I like Henchmen very much. The +10% Xp and Rush-ability are useful, but were it not for my love of henchmen, I'd probably play Mancer for their +1 Move.

Faction

Enchanters - I like to cast much magic and this helps me with mana.

Lucky - I dislike to miss attacks and like it when opponent miss. :)

Master Scouts - movement is IMHO important. Mancers are probably better, but this is second best. 

Quick -  will try this for my next game.

No Armor - to pay for 4 choices. In my small experience, the start is more important than end-game-equipment.

Profession

Beastlord - to hopefully get some units/scouts early. Warlock, Summoner, General, and Schoolar are probably better choices for mid and end-game, but I want more units early without halting important city improvements. In my set-up the Sov will heal more than cast fireball.

Magic/Talents/Weaknesses/Equipment

Air - mainly for a quick Tutelage. Also good for Evade on my Sov, Storm a bit later and Cloudwalk in mid/late game.

Life - to heal my troops and henchmen. I get a needed second city buff (alongside Meditation); Sovereign's call.

I really also want Earth (for early Enchanted Hammers and later Set-in-Stone for one production Fortress) and Water (for the alternative early Inspiration and Mantle of the Oceans!!) but my first champions will have to bring these schools asap.

Procipinee's Crown - saves mana as I want to stack all maintenqance spells on my Sov. Staff of Souls maybe give more mana and is better on a Fireball-mage, but I find healing is important /in my play-style/ and at selected occasions rush in an melee attack with a better weapon. The Crown is kept/used to the end, but unless I go for Warlock/Fireballer the staff will be replaced by a high Attack weapon.

Ereog's Token - +3 Def is nice but the real deal is cursing without having to use an action. As soon as I get a Bard Defender tank on a horse, he will take over the Token. As Kingdom I think this is the only way to get Curse.

Brilliant - +10% Xp and Spell mastery helps with taming beasts /I hink at least/.

Clumsy - with some careful unit movements in battle, I can live with it.

 

With the above I make my Sov a mage. My first Champion gets to be Warrior as I only have so much mana in the beginning. I dislike Sovereign summoning and wait for a Bard/Mage to take that role. :)

Reply #13 Top

race/side

Mancers/Kingdom 1moves, +1 accuracy per level is a must have, just cant play with any other faction.  their +1 Move.

Faction

Enchanters - Extra essence plus sovereign call for extra population in an pioneer + outpost rush.

Wanderlust - Athican leather armor + nice swords + quest maps, a must for leveling heroes on late game and extra fame.

(Cant remember the skill name) - that gives you bazaar and superb horses, the bazaar and extra money is a must have for rushing and hero item purchases.

Archers -  for better, iron free bows and 50% ignore defense bow on late game.

Uneducated - easily countered with heavy investment on conclaves. 

Profession

Warlord - -50% wages cost + merchant commander champion (maybe 2) is a tax free kingdom for most of the early game. 

Magic/Talents/Weaknesses/Equipment

Earth - +1 material city enchantment (cant remember the name) + aura of vitality

Life - sovereign call + defense city enchantment (cant remember the name) + healing

Fire - fire damage city enchantment (cant remember the name) + flame dart + burning hands + flaming weapon

Might - +3 attack

Cruel - +1 attack

 

On the first opportunit I get a air caster for tutelage and city enchant that giver more initiative (cant remember the name). I focus to make my fortresses on heavy essence locations, build a scrying pool, and make troops enchantments on the cities. There is nothing like making basic archers with free +2 (3 or 4) fire damage. Also the other enchantments that boost HP, Defense and initiative plus the bonuses of improvements on a fortress city make superb troops.

With such package I am currently trying to make a defender sovereign with +30% magic resistance bonus for my troops (for elite troops, dragon and mage hunting since I got tired of loosing 4 100 metal afraid heavy cavalries in a single dragon breath). in other cases I drop the might and cruel and go for clumsy and brilliant for a mage (summoner or damage) 

Reply #14 Top

I make my Sovereigns and Empires/Kingdoms based on literary ones. I base their stats on what closest resembles those from the source material.  Currently I have Sir Uther Pendragon, King Conan and King Aragorn of the Kingdoms fighting it out with Lady Morgaine, Thoth Amon and Dark Lord Sauron.  Merlin, Lady Dorothea and Raistlin of the Black Robes are sitting out this fight.

Reply #15 Top

If you like Mancers you may consider to hire mancer heroes before you get Tireless march, otherwise you may lose your move bonus. Among 1 level heroes I always hire Rally Stormborn. He has Lightning strike ability, is a mancer and has Air magic. So it may be not necessary to take Air magic for sovereign. For Enchanted hammers and Sovereign Call (a call of sovereign should definetely belong to sovereign))) it's good to take Earth and Life magic for your sovereign from start. With Tower of dominion you have +6 growth in a city. Later on with 50 fame you may hire Arcturius (mage) with Fire and Water magic and thus you have the complete set of magic to use.

I found that its good to build studies asap. Earlier I tried to improve production and unrest first. Now prefer research, unrest, production and income. I also hunt for world achievements. So for merchantcross bazaar I need a city early. I keep in mind that I need 5 level fortresses to reduce unrest and have better troops. I keep in mind that I need 5 level cities for global upps for units and production. So at first I build all 3 different types of cities, placing future fortress on 4/3/2 or 3/3/3 fields or better. Then build another city and fortress. Then again all 3 types. Then mainly cities and conclaves.

I really like warrior class of heroes - with thier vampiric abilities and artifacts and good armor they stay mostly unharmed among crowds of enemies killing most of them with 1 blow! As for common troops I like Archers with better bows from Archers trait. I buff their initiative and they kill all enemy spellcasters before they can cast anything. Initiative: +2 from trait, +1 ... +3 from artifacts, +2 from 3 level fortress, +3 ... +5 from essence enchanting, +2 from mount, +1 from tactic trait, +1 ... +3 from racial trait Quick, from Soldiers boots +1 (did I forget something?). With -4 penalty of a bow it results in +9 ... +13 to Initiative. (This don't count bonuses from war horses and bonuses from Commander class of hero, since I never use them). Its good to give archers Finesse and Bloodthirsty traits to increase damage they deal.

I wonder why many people choose Potential trait or General speciality? By choosing these you waste your efforts in buffing heroes and have to overtake the backlog. If you want a great hero, just let him go without other heroes and he will grow very quickly. If you need 15% more experience - just kill 15% monsters more. Its easy with stronger hero. I'm sure that spell Tutelage - is all you need, and there is no need to waste traits or specialities to get additional experience. What do you think? Did you make calculations?

Quoting corneliu2008, reply 11
Master Scouts - exelent combo with mancers , means I scout the map, do quests , battle monsters , found cities faster than anyone

This is true untill you have lots of forests and there are no roads. With mancers you go through woods as if you are a Master Scout of another race. With mancers or Commanders you can build roads so you don't need to move through forests anymore. Thus I think it is not that great trait if you play as mancers. It also don't help in battle. If you play other than mancers race, you may reconsider. Yes moving for 1 square through a deep forest is dull, but yet there are many great traits that help much more.

Reply #16 Top

Quoting webusver, reply 15
This is true untill you have lots of forests and there are no roads. With mancers you go through woods as if you are a Master Scout of another race. With mancers or Commanders you can build roads so you don't need to move through forests anymore. Thus I think it is not that great trait if you play as mancers. It also don't help in battle. If you play other than mancers race, you may reconsider. Yes moving for 1 square through a deep forest is dull, but yet there are many great traits that help much more.

The idea behind Mancers + MasterScout combo is to quickly move in the early game and be able scour the wilderness at full speed later and of course it's a personal preference to be the fastest 

 

Quoting webusver, reply 15
I wonder why many people choose Potential trait or General speciality? By choosing these you waste your efforts in buffing heroes and have to overtake the backlog. If you want a great hero, just let him go without other heroes and he will grow very quickly. If you need 15% more experience - just kill 15% monsters more. Its easy with stronger hero. I'm sure that spell Tutelage - is all you need, and there is no need to waste traits or specialities to get additional experience. What do you think? Did you make calculations

 

Well we have : 10% -Brilliant + 25% Knowledge(Mage) + 25% Tutelage(Air) + 15% Potential = +75% extra exp - you will level up extremely fast and yes because of the exp increase you will "overtake the backlog" very fast and have a more powerfull hero than the rest plus there is a finite number of monsters you can fight at a given time so in my oppinion it's important to get the most out of each encounter.

I should note that I only take these exp boosts for my main char as he's the one doing all the battles the rest I just give Tutelage and level them to lvl9 to get mastery in a magic school or for governor bonuses

Oh and also it's no a good idea to use 2 heroes in the same army as they will split the exp gain in half. If you want to upgrade a hero just give him troops and send him hunting 

 

 

Reply #17 Top

I have started to really see the benefits of early Research. It gives you so much tech advantage over your opponent and possibly allows you to keep up or even surpass insane opponents.

Skill Skeleton:

Sovereign:

+Scholar (+20% Research)

+Water 1 (for "Inspiration")

+Death 1 (for Death 4 and "Pit of Madness")

anything else is optional

Empire (Race is not important):

+Scholars (+10% Research +Starts with "Study")

anything else is optional, just don't take "Uneducated" as a malus

 

This allows for so much research if you start with the tower of dominion into Study and enchant your city with Inspiration from the get go it isn't even funny. Of course make it into a Conclave asap and focus on researching and building research buildings.

Reply #18 Top

Quoting corneliu2008, reply 16
Well we have : 10% -Brilliant + 25% Knowledge(Mage) + 25% Tutelage(Air) + 15% Potential = +75% extra exp

Well this really needs to count. My sovereign also has Tutelage so difference is 50%. By choosing Knowledge and Potential you are 2 levels below me. With Brilliant - even three levels. But you gain 50% exp more. So, when my hero is at 10 level, your's is at... 11 because higher levels require much more experience! So you backlog remains at 2 and as higher levels require still more experience you'll never catch me.

Even if we consider that any map has limited number of experience. And of course you gain more than me, but your lack of useful traits will still remain.

Reply #19 Top

Quoting webusver, reply 18

....  when my hero is at 10 level, your's is at... 11 because higher levels require much more experience! So you backlog remains at 2 and as higher levels require still more experience you'll never catch me.

Even if we consider that any map has limited number of experience. And of course you gain more than me, but your lack of useful traits will still remain.

Good pointing out. I avoided the +25% Xp on my mage just because I didn't know the level-cuve. If the level-curve would have been straight (same amount for every lvl) then +25% is a no-brainer for any hero that would rise more than four levels after getting the talent. But depending on how much the level-requirements increase (exponential?), the +25% may not be efficient given limited available xp.

Anybody knows the Xp-level requirements? How much is needed for lvl 2, 3 etc? (sorry for being slightly off-topic)

Reply #20 Top

Quoting NeoNick7, reply 19
Anybody knows the Xp-level requirements? How much is needed for lvl 2, 3 etc? (sorry for being slightly off-topic)

Here https://forums.elementalgame.com/440571/page/1/ I found something:

Level --> Additional XP --> Total XP

01 --> 010 --> 0,010
02 --> 022 --> 0,032
03 --> 037 --> 0,069
04 --> 054 --> 0,123
05 --> 074 --> 0,197
06 --> 097 --> 0,294
07 --> 122 --> 0,416
08 --> 150 --> 0,566
09 --> 181 --> 0,747
...
14 --> 381 --> aprox 2,222
15 --> 429 --> aprox 2,651
16 --> 481 --> aprox 3,132

So all EXP traits are waste of efforts since 50% increase of exp is't worth even 2 levels. Also if there is an exp cap, then its also a waste.

Perhaps this knowledge will make somebody to reconsider their strategies for heroes and sovereigns.


Quoting N1ghthavvk, reply 17
I have started to really see the benefits of early Research. It gives you so much tech advantage over your opponent and possibly allows you to keep up or even surpass insane opponents.

At the beginning only real numbers are importaint. Any 10-20% of 1 are not so important. Difference between 1 and 2 is 100% while 10-20%  is 5-10 times lesser and not so significant.

Reply #21 Top

Quoting webusver, reply 20

So all EXP traits are waste of efforts since 50% increase of exp is't worth even 2 levels. Also if there is an exp cap, then its also a waste.

Ouch, this sound like a really bad talent. If +50% is less than 2 levels, +25% should be less than one level - and thus never catching up with the lost feat.

When I sum up the Xp-bonus from taking +25% (mage talent) at lvl 2, the benefits for levling four levels 2-6 is (37+54+74+97) x ,025 = 65 Xp. The 65 extra Xp doesn't push the mage into the next leve (294+65= 359 is lower than the lvl 7 requirements) - meaning the trait isn't worth it and never will be. Surely I must do some miscaluation here? There cannot be a trait that is worse having, compared to not having it?

EDIT: deleted an incorrect conclusion.

Reply #23 Top

Quoting webusver, reply 20

Quoting N1ghthavvk, reply 17 I have started to really see the benefits of early Research. It gives you so much tech advantage over your opponent and possibly allows you to keep up or even surpass insane opponents.

At the beginning only real numbers are importaint. Any 10-20% of 1 are not so important. Difference between 1 and 2 is 100% while 10-20%  is 5-10 times lesser and not so significant.

I have been posting a skill skeleton to min/max research. Of course 20% of 1 is not much but it will be a big feat later on. Also the game rounds the research example so it may impact faster than you think. Take for example a level 2 conclave (+3 Research) with a study (+1), Inspiration cast on it (+1) and a sovereign with Scholar (+20%) and the faction has Scholars as well (+10%)

This results in 3+1+1 = 5  adding in the % boni 5 + 5 * 0.3 = 6.5 -> 7 which are another 2 research points very early on. Don't underestimate +30% research. It does its thing!

Reply #24 Top

Quoting Primal_Savage, reply 22

I think you should calculate your bonus on, say, 22 levels, not 6.

Correct. My mistake was to look at the Xp-increase necessary only on lower levels (which are higher than 25%). The Xp-requirements are not progressing the same over the levels. At higher levels the increase gets less and less, around +12% at level 15.

As Webusver's link tells, you loose a feat at lower levels, but gain it back at higher levels (but not after 4 levels as I first thought +25% would mean). Good info when designing/levling your Sov.

Back to OP: on a medium (or larger maps) my build worked fine - where you run around much and gets good use from Master Scouts. On smaller maps it's not as useful.

 

Reply #25 Top

Quoting webusver, reply 20
Level --> Additional XP --> Total XP

01 --> 010 --> 0,010
02 --> 022 --> 0,032
03 --> 037 --> 0,069
04 --> 054 --> 0,123
05 --> 074 --> 0,197
06 --> 097 --> 0,294
07 --> 122 --> 0,416
08 --> 150 --> 0,566
09 --> 181 --> 0,747
...
14 --> 381 --> aprox 2,222
15 --> 429 --> aprox 2,651
16 --> 481 --> aprox 3,132

So all EXP traits are waste of efforts since 50% increase of exp is't worth even 2 levels. Also if there is an exp cap, then its also a waste.

 

Bummer you sure put things in perspective

I did a little math and here it is(hope I don't have mistakes):

char a - char b + 50% exp

lvl9     - lvl 10

lvl 14  - lvl 15 still needs 100 xp to 16

lvl 14 and 65 xp - lvl 16 so char b has a temporary level till char a hits lvl15

....

~ lvl 22 - lvl 24 theoretically you break even on traits here

Bottom line : in the long run you manage to eventually gain : 2 lvls and the bonuses attached to them(hp,acc, etc) + you gain levels faster(for traits wich have "/level") + you have Potential & Knowledge as extra traits

Worth it : don't think so : you lose 2 lvls early and you gain them back at lvl9 and lvl24(if I didn't make a mistake ) but for that you gain faster leveling