The fact that a Tier 1 unit can shoot 3 times at once (if they haven't moved) and can be given an insane range with proper buffs/skills seems imbalanced, but then I remember that the design philosophy for this game essentially boils down to "if everything is OP, then nothing is OP!" and go back to my strategy of giving everything 10+ armor so they literally laugh at all weapons.
And that's why you can put zeal, awakened, and mighty meek on them for 7-13 spirit damage. Optional to go to the first time in a couple trees to trade 8 normal damage for 4 each of fire cold, poison, and shock, all while paying 30% less upkeep on T1 units. Archers are scary
I actually like the way the game is designed in terms of the bonkers power you can get from different builds. I think in this case, the "everything is OP" idea works. There are so many customization options and different paths you can take that it will take a long time before you get tired of just being too dominant.
They can output lots of damage, but they are also very squishy and are easily killed by late game units (T4+) which can fly or phase , so are able to ignore your frontline.
@@erykczajkowski8226 Banshees with the right build shred 3-4 of them at a time if you mess up their positioning, and can charge in and phase from outside of their max range. They can move 4 tiles at base, and then phase from there and scream, and 3-4 of them in a stack means that you can leave the enemy back line in shreds and utterly demoralised, though you'll likely lose a few Banshees in return
I really appreciate that you're actually willing to experiment. Content creators can get boring when they find a strategy they like and go "this is the only way I'll ever play the game because I have decided that there is no better way to play the game because my strategy is OP". Bonus points if they bemoan reluctantly trying a new strategy at the insistence of their followers and go "OMG, this is awesome, how come no one told me it was possible to do this before!?" before going right back to their "tried and true" playstyle because "everything else either sucks or just isn't worth it".
I take it you're referring to the whole "Stick as many different elements onto your units as possible" strategy that a lot of people are doing? Which I personally feel could be fixed by making those enchants be a -2/+2 instead of -2/+4
@@Vexal50 Was speaking about content creators in general I've watched and grown bored on, not solely AoW4 stuff. I'm not actually familiar with what's considered "the most powerful meta" in the game.
@@justinsinke2088 Ahh, that's just how strategy games go. One method of play usually just ends up being objectively the easiest way to win. In Civ this is usually being science focused. In AoW4's single player it's going for the magic victory. The magic victory is so easy in fact that the AI will basically always go for it. If you turn the victory condition off the game becomes laughably easy due to how passive the AI is and it causes them to have no idea what to actually do. When it comes to the more military playstyles of AoW4 though, archers are very dominant due to the elemental enchants. They're just too effective, and because they're all in the first two tiers of tomes, they are very quickly researched. A quick search through all the tomes and you notice Battlemages are largely left out of damage increases too, instead mostly gaining bonus effects, which while nice has the unfortunate issue of battlemages not being too useful :/
This build is going to be absurd when you start siphoning morale. Your archers can merc enemies on turn one, your hero already inflicts morale damage, and once all your units do the same, you're just going to auto-rout the whole world
For next upgrade, astral blood and amplified arrow is very good. Then with T4 immaterium book, you can get meteor arrow You basically no longer have sniper, but long range artillery
Archers were even more OP in AoW3 - everything was scaled around +1 damage instead of +10% damage like in AoW4. So everything that would have 3 attacks benefited a lot more.
Tier 1 archers do around 10 damage per hit, meaning a 10% damage boost is effectively the same as a +1 damage boost. But yeah, it does cause higher tier units to scale even better.
51:00 There is not a single human person that will tell you that you don't know how to play the combat. I think even most trollbots will find it rather unlikely. Thank you for the constant entertainment potato.
It seems elves have gone on crusade. And they fight in a mobile fortress, front line forming impenetrable shield wall with the hero and archers firing from behind. Helm's deep on a foot. Very nice.
Finally got the game a couple days ago and have been playing it like crazy. My current game I've found out that shadow and materium affinities with dark culture is absurdly powerful. Shadow and dark culture give the best research while materium provides the perfect economy. Your units are both tanks and high damage, and have plenty of buff and debuffs. then as if that wasn't good enough you get some of the best damaging spells in the game.
hey potato, i really appreciate the AoW4 content. the intermediate level knowledge you explain in detail helps me understand how to take my game to the next level. looking forward to more AoW4!
So watching this, I learned after about 100hours in and all achieves complete, that you can actually SELECT books from the overall library on tome selection, and not just the ones they present you with... I feel dumb, I can't believe I never noticed that.
One of my fav builds i did was Evil High culture focused on archers. Seeker arrows is a must for another +1 range, starting awakened already in all fights when Pure Evil is so strong also. Late game transitioned to better t3 archer units like Zephyr, and can speed up ranks on unit groups late game with that spell that gives +1 rank to all units on use.
I played a similar build to this when I first saw the tome of enchantment 1-Tome of Zeal (Super strong early: zealots fanatical workforce, some of the best access to strengthened after you get zeal) 1-Tome of enchantment (+range and awakened tools) 2-Tome of Amplification (Amplified arrows is +30% damage that stacks multiplicatively with crit and strengthened and more range as it can hit current range +3, also amplified arrows applies debuff to second target, also astral blood crit, also amplify minds for nutty cities at this point) 2-Tome of the Inquisition (Zeal access and +10 accuracy for ranged, and mas condemn) After this you almost dont want to go for higher tier tomes. Instead picking up things like tome of artificing for crit and golem assistant. Tome of pandemonium for vassals of chaos +30 damage (with coordinated strike we apply marked and with mass condemn they are condemned). And then of course you can grab the elemental ranged enchantments you want. Usually fire and poison as they inflict debuffs. Grabbing these extra low tier tomes doesn't actually slow you down that much because they are much faster to research and ranged units dont really have a good tier 3 tome to pick.
Yeah Rally gives you a selection of all the units you could get. Makes it a bit of a gamble to get the units you want, on the other hand rally only units are often so good.
The Joy Siphoners from Tome of Doomherald sounds op. Think about for a moment... the skill says "steal" morale. Assuming words are literal that means your archers are getting stealing the morale and applying it to themselves. Which means after they have 20+ morale they benefit from +20% Crit Chance. You can further boost how much crit they get with a few other clever tricks to almost guarantee they always crit. op op.
Oh man those archers are hot. Looking forward to them upgrading to Glade Runners or something. I actually don't know if that's needed/worth it. Also the Tome of Amplification for the AoE arrows!
Glade Runners are stronger archers in a vacuum, but when taking production and upkeep costs into consideration it's hard to say if they're worth it. The main thing I try to remind myself of is that T3 units are not for their damage output, it's about what else they're bringing - Glade Runners bring a strong mark ability so there is a potential for them to help bring down a big T4 or even T5 unit, but upgrading all of the T1s to T3s questionable.
Hi! I'm a bit confused. When you say "upgrading" do you mean replacing one unit in an army with a better one, or did I miss an ability to literally turn units into better ones?
I did something somewhat similar recently where I ran tome of winds Zephyr archers with tons of unit enchantments to tremendous effect. Turned my archers into howitzers and just could not be stopped
these are so good. I hope you can keep up 1 a day for as long as you can. It's not as if you arent playing 4-10hours in one go and then just releasing 1h segments. xD
I made the super archer build with high before. Grabbed the tome of winds JUST for zephyr archers. My tier 3 units could one round most tier 4 enemies effortlessly, and with 2 or 3 of them I obliterated even tier 5s. I love that build. Made the civ look like frogs, called them Dart Frogs
One of the things that I really love about AoW 4 is how they finally solved the army/city production problem all previous games had. I absolutely detested and despised how for so many games you had to choose between units and a bankrupted economy or a ridiculous economy but literally no units or military strength. It really did rub me the wrong way, but I'm glad to see they finally found a way to solve the one thing that kept me from playing the games for significant amounts of time. Such a shame it took this long for them to fix this issue though.
With a full stack of tier 1 units per city, you still cut things damn close... but in Chaos, all things are possible. The discounts of 20% (hero) and 30% (chaos tree) help, as does the 'cash on victory' perk. Alternately, use some mana units.
Man, Spring Fairies seem absolutely bonkers, the ability to pass True Strike to archers, enabling them to hit at max range, is kinda fcking nuts. All these free shots during the first 2~3 turns of battle just build so much momentum, starting a fight with a few kills (Some being heroes even) turns the tide really fckin easily. Sweet build ngl
Had my first Brutal win with a T1 archer build. That solely focused on archer damage. Can get a lot of upgrades very cheap with T1 tomes. Fire, Ice, Poison, Holy, Range. Could easily do over 50 damage without any buffs.
One clarification, man - the numbers you're seeing when you hover over targets isn't the damage per hit, it's the total predicted damage. For example, when it showed your archers doing 42 damage in one of the fights, it came from them hitting for 14 per shot.
The fact that you didn't take Tome of amplification to make gigachad archers made me sad 😥 The crit from Astral blood and the dmg spread from Amplified arrows is wayyy too good. blow up 2 units per shot instead of 1.
My personal variation of this build is high+runesmiths+fabled hunters with fire and enchantment as my first two tomes. Fabled hunters is such an early game boost to strategy it's insane. I haven't yet optimized the tome order but ideally you end up with both meteor arrows from materium and chain lightning arrows from astral.
This level of archers are still actually far from the most broken thing you can accomplish. For truly disgusting archers you want: Keen-sighted (+20 Accuracy) + Overwhelm Tactics (crits) + Pure Evil High Culture. Optionally Runesmiths to reduce unit enchantment costs, since you want to get a ton of them. Optionally Fabled Hunters for the freebie starting rank for all ranged units. Your choice of tier 1 tome. I'd pick either Tome of Zeal for Legion of Zeal, Tome of Beasts for Mark as Prey or Tome of the Horde for Spawnkin. Most tier 1 books are pretty good honestly. Tome of Enchantment for Seeker Arrows Tome of Scrying for Guided Projectiles Tome of Winds for Zephyr Archers After that you can just add every possible ranged damage enchantment available.
Any chance we could get a series of tier lists that go over units on a per type basis (AoW4 Skirmisher Tier List) which would include cultural and tome units combined.
night mares tyrants knights with fetid legion, joy siphoners, bloodfury weapons, flameburst weapons, and intimidation aura. makes a monster that does massive moral and over all damage add anything else for flavor i like doing giga chosen for more attack when units run and more health
Is this even better with Glade Runners or the Zephyr archers? I like that you can get so much out of a tier I unit, but those are the best ranged units, right? It's a lot more expensive though. tier I also has the 30% discount and tier III cost 20 gold per unit iirc. Maybe running a regular three stack army with tier I's is more effective than a small tier III group?
We need a mod that makes the random city names not suck. The only one I've seen that's even kind good is "Celestia" and it just made me giggle because of bronies.
Would it have been a good idea at @39:58 to Migrate the conquered city into your race instead of absorbing a new one? That way it counts as another evil act and you don't have to recast any racial transformation spells?
Why not migrate shinespire instead of absorbing it? You're playing an evil build anyway and it's a turn faster. Plus who needs catfolk in their empire?
Potato, you are a master of effective, yet extremely boring builds. Build no 1 - spam sunderers and sunderers only. Build no 2 - spam archers on spiders and them only. Build no 3 - clump your units and spam strengthen and awakening. Jesus, man.
The fact that a Tier 1 unit can shoot 3 times at once (if they haven't moved) and can be given an insane range with proper buffs/skills seems imbalanced, but then I remember that the design philosophy for this game essentially boils down to "if everything is OP, then nothing is OP!" and go back to my strategy of giving everything 10+ armor so they literally laugh at all weapons.
And that's why you can put zeal, awakened, and mighty meek on them for 7-13 spirit damage.
Optional to go to the first time in a couple trees to trade 8 normal damage for 4 each of fire cold, poison, and shock, all while paying 30% less upkeep on T1 units. Archers are scary
I actually like the way the game is designed in terms of the bonkers power you can get from different builds. I think in this case, the "everything is OP" idea works. There are so many customization options and different paths you can take that it will take a long time before you get tired of just being too dominant.
@@venisontron Agreed. It's honestly kind of refreshing to see a game where the balance philosophy is "just make everything broken, it'll be fun!"
They can output lots of damage, but they are also very squishy and are easily killed by late game units (T4+) which can fly or phase , so are able to ignore your frontline.
@@erykczajkowski8226 Banshees with the right build shred 3-4 of them at a time if you mess up their positioning, and can charge in and phase from outside of their max range. They can move 4 tiles at base, and then phase from there and scream, and 3-4 of them in a stack means that you can leave the enemy back line in shreds and utterly demoralised, though you'll likely lose a few Banshees in return
I really appreciate that you're actually willing to experiment. Content creators can get boring when they find a strategy they like and go "this is the only way I'll ever play the game because I have decided that there is no better way to play the game because my strategy is OP". Bonus points if they bemoan reluctantly trying a new strategy at the insistence of their followers and go "OMG, this is awesome, how come no one told me it was possible to do this before!?" before going right back to their "tried and true" playstyle because "everything else either sucks or just isn't worth it".
I take it you're referring to the whole "Stick as many different elements onto your units as possible" strategy that a lot of people are doing? Which I personally feel could be fixed by making those enchants be a -2/+2 instead of -2/+4
@@Vexal50 Was speaking about content creators in general I've watched and grown bored on, not solely AoW4 stuff. I'm not actually familiar with what's considered "the most powerful meta" in the game.
@@justinsinke2088 Ahh, that's just how strategy games go. One method of play usually just ends up being objectively the easiest way to win. In Civ this is usually being science focused.
In AoW4's single player it's going for the magic victory. The magic victory is so easy in fact that the AI will basically always go for it. If you turn the victory condition off the game becomes laughably easy due to how passive the AI is and it causes them to have no idea what to actually do.
When it comes to the more military playstyles of AoW4 though, archers are very dominant due to the elemental enchants. They're just too effective, and because they're all in the first two tiers of tomes, they are very quickly researched. A quick search through all the tomes and you notice Battlemages are largely left out of damage increases too, instead mostly gaining bonus effects, which while nice has the unfortunate issue of battlemages not being too useful :/
potato's charge sound effect was something else
This build is going to be absurd when you start siphoning morale. Your archers can merc enemies on turn one, your hero already inflicts morale damage, and once all your units do the same, you're just going to auto-rout the whole world
Amplified arrows to spread the per shot on hit morale loss or does it not count those splash hits?
@@chasebemis6592 Always amplified arrows. No matter what
For next upgrade, astral blood and amplified arrow is very good. Then with T4 immaterium book, you can get meteor arrow
You basically no longer have sniper, but long range artillery
Two words, lightning arrows.
Splash damage... it's so juicy.
Potato: laughs over ranged builds.
Me: laughs in meteor strikes
Archers were even more OP in AoW3 - everything was scaled around +1 damage instead of +10% damage like in AoW4. So everything that would have 3 attacks benefited a lot more.
Tier 1 archers do around 10 damage per hit, meaning a 10% damage boost is effectively the same as a +1 damage boost. But yeah, it does cause higher tier units to scale even better.
51:00 There is not a single human person that will tell you that you don't know how to play the combat. I think even most trollbots will find it rather unlikely. Thank you for the constant entertainment potato.
It seems elves have gone on crusade. And they fight in a mobile fortress, front line forming impenetrable shield wall with the hero and archers firing from behind. Helm's deep on a foot. Very nice.
Finally got the game a couple days ago and have been playing it like crazy. My current game I've found out that shadow and materium affinities with dark culture is absurdly powerful. Shadow and dark culture give the best research while materium provides the perfect economy. Your units are both tanks and high damage, and have plenty of buff and debuffs. then as if that wasn't good enough you get some of the best damaging spells in the game.
hey potato, i really appreciate the AoW4 content. the intermediate level knowledge you explain in detail helps me understand how to take my game to the next level. looking forward to more AoW4!
Love the LegendofTotalWar reference cause it was exactly what I was thinking while watching you play
So watching this, I learned after about 100hours in and all achieves complete, that you can actually SELECT books from the overall library on tome selection, and not just the ones they present you with... I feel dumb, I can't believe I never noticed that.
Can't remember fully but u think you can do after researching tier 3 tomes
One of my fav builds i did was Evil High culture focused on archers. Seeker arrows is a must for another +1 range, starting awakened already in all fights when Pure Evil is so strong also. Late game transitioned to better t3 archer units like Zephyr, and can speed up ranks on unit groups late game with that spell that gives +1 rank to all units on use.
That's the Tome of the God Emperor.
I personally prefer Nature apotheosis, but Order is nuts too.
I played a similar build to this when I first saw the tome of enchantment
1-Tome of Zeal (Super strong early: zealots fanatical workforce, some of the best access to strengthened after you get zeal)
1-Tome of enchantment (+range and awakened tools)
2-Tome of Amplification (Amplified arrows is +30% damage that stacks multiplicatively with crit and strengthened and more range as it can hit current range +3, also amplified arrows applies debuff to second target, also astral blood crit, also amplify minds for nutty cities at this point)
2-Tome of the Inquisition (Zeal access and +10 accuracy for ranged, and mas condemn)
After this you almost dont want to go for higher tier tomes. Instead picking up things like tome of artificing for crit and golem assistant. Tome of pandemonium for vassals of chaos +30 damage (with coordinated strike we apply marked and with mass condemn they are condemned). And then of course you can grab the elemental ranged enchantments you want. Usually fire and poison as they inflict debuffs.
Grabbing these extra low tier tomes doesn't actually slow you down that much because they are much faster to research and ranged units dont really have a good tier 3 tome to pick.
Yeah Rally gives you a selection of all the units you could get. Makes it a bit of a gamble to get the units you want, on the other hand rally only units are often so good.
HEYYYYYYYYYYY SPUDMASTER? Thanks for keeping the AOW 4 content coming. Love these series and learning a lot from your skilled self.
The Joy Siphoners from Tome of Doomherald sounds op. Think about for a moment... the skill says "steal" morale. Assuming words are literal that means your archers are getting stealing the morale and applying it to themselves. Which means after they have 20+ morale they benefit from +20% Crit Chance. You can further boost how much crit they get with a few other clever tricks to almost guarantee they always crit. op op.
That is indeed how it works.
+ overwhelm tactics and the other crit enchantment from a materium bokk dunno what it is called and your crit rate gets insane
You always knew that archers are that strong. Your guides from day 1 highly recommend them. This is great demonstration of exactly that.
The Joy Siphoners will just shred moral. Just need the bouncing arrows book and those archers are god tier
Oh man those archers are hot. Looking forward to them upgrading to Glade Runners or something. I actually don't know if that's needed/worth it. Also the Tome of Amplification for the AoE arrows!
Glade Runners are stronger archers in a vacuum, but when taking production and upkeep costs into consideration it's hard to say if they're worth it.
The main thing I try to remind myself of is that T3 units are not for their damage output, it's about what else they're bringing - Glade Runners bring a strong mark ability so there is a potential for them to help bring down a big T4 or even T5 unit, but upgrading all of the T1s to T3s questionable.
Hi! I'm a bit confused. When you say "upgrading" do you mean replacing one unit in an army with a better one, or did I miss an ability to literally turn units into better ones?
Triumph said update is gonna introduce more mounted variants from mounted body traits. Including Glade Runner!
@@PavelGiper I meant replacing them
I did something somewhat similar recently where I ran tome of winds Zephyr archers with tons of unit enchantments to tremendous effect. Turned my archers into howitzers and just could not be stopped
these are so good. I hope you can keep up 1 a day for as long as you can. It's not as if you arent playing 4-10hours in one go and then just releasing 1h segments. xD
I made the super archer build with high before. Grabbed the tome of winds JUST for zephyr archers.
My tier 3 units could one round most tier 4 enemies effortlessly, and with 2 or 3 of them I obliterated even tier 5s.
I love that build. Made the civ look like frogs, called them Dart Frogs
One of the things that I really love about AoW 4 is how they finally solved the army/city production problem all previous games had. I absolutely detested and despised how for so many games you had to choose between units and a bankrupted economy or a ridiculous economy but literally no units or military strength. It really did rub me the wrong way, but I'm glad to see they finally found a way to solve the one thing that kept me from playing the games for significant amounts of time. Such a shame it took this long for them to fix this issue though.
With a full stack of tier 1 units per city, you still cut things damn close... but in Chaos, all things are possible. The discounts of 20% (hero) and 30% (chaos tree) help, as does the 'cash on victory' perk.
Alternately, use some mana units.
Man, Spring Fairies seem absolutely bonkers, the ability to pass True Strike to archers, enabling them to hit at max range, is kinda fcking nuts. All these free shots during the first 2~3 turns of battle just build so much momentum, starting a fight with a few kills (Some being heroes even) turns the tide really fckin easily. Sweet build ngl
Had my first Brutal win with a T1 archer build. That solely focused on archer damage. Can get a lot of upgrades very cheap with T1 tomes. Fire, Ice, Poison, Holy, Range. Could easily do over 50 damage without any buffs.
One clarification, man - the numbers you're seeing when you hover over targets isn't the damage per hit, it's the total predicted damage. For example, when it showed your archers doing 42 damage in one of the fights, it came from them hitting for 14 per shot.
The fact that you didn't take Tome of amplification to make gigachad archers made me sad 😥
The crit from Astral blood and the dmg spread from Amplified arrows is wayyy too good. blow up 2 units per shot instead of 1.
The cuts are amazing.
Almost wet my pants when I saw that sweet bridge. Nothing like a bridge fight
If everything is overpowered, that's good game balance.
11:30 potato enjoying his time
Another banger Potato. I look forward to these every day
Always love your videos potato! Please never stop posting, hope you and the rabbit are doing good.
You've discovered my favorite playstyle, I love it. Thoughts on crossbow heroes for AoE attacks? The AI's wrecked me once or twice with that.
In awe of your skill at this would love to see you in an multiplayer game.
Age of wonders did miss one opportunity. The shorter races should be on miniature versions of the mounts. That would have been priceless.
There's ponies. Have you put a tall race on a tiny horse yet? Magnificence
Episode recap: “omg dude, the archers dude. Omg”
the build is disgusting and i absolutely love it, love the content!
Kudos to Potato for playing on hardcore difficulty by not taking any Nature tomes.
Nature + the +2 elemental defense race mod is really the easy mode.
@@luantib Everything in this game is easy mode, because the AI is so terrible and wars are essentially decided with a single battle.
Really hoping you make an Archer Hero with full Archers and Fairy as Team Kill Everything
My personal variation of this build is high+runesmiths+fabled hunters with fire and enchantment as my first two tomes. Fabled hunters is such an early game boost to strategy it's insane. I haven't yet optimized the tome order but ideally you end up with both meteor arrows from materium and chain lightning arrows from astral.
This looks like a terrifying glades book game. Glade runners tier 3 deathbombs?
Isnt seeker arrows granted to dusk hunters via awakening, so the enchantment wont do anything on them? Or does it stack? It really should not.
Those archers are nasty
This level of archers are still actually far from the most broken thing you can accomplish. For truly disgusting archers you want:
Keen-sighted (+20 Accuracy) + Overwhelm Tactics (crits) + Pure Evil High Culture.
Optionally Runesmiths to reduce unit enchantment costs, since you want to get a ton of them.
Optionally Fabled Hunters for the freebie starting rank for all ranged units.
Your choice of tier 1 tome. I'd pick either Tome of Zeal for Legion of Zeal, Tome of Beasts for Mark as Prey or Tome of the Horde for Spawnkin. Most tier 1 books are pretty good honestly.
Tome of Enchantment for Seeker Arrows
Tome of Scrying for Guided Projectiles
Tome of Winds for Zephyr Archers
After that you can just add every possible ranged damage enchantment available.
I want to see Potatoe play Story Relm 5 on Hard. That place keeps kicking my ass.
I kinda feel bad for the Dudette's out there.. ;) 🤣
High Culture archer hoard is considered the most powerful build in the PvP community, to the point of often being banned.
Archers straight up slap
You should migrate the city for another 10 evil points ;)
Any chance we could get a series of tier lists that go over units on a per type basis (AoW4 Skirmisher Tier List) which would include cultural and tome units combined.
34:10 CHEESE FOR THE CHEESE GOD
that DAMAGE from TIER I units, that's just gross man. i have to try it, this is the type of build that will break frienships in PVP.
You can hold alt to compare equipment easier.
Honestly, I hate you because ever since you've uploaded the first video of you playing this game I've been obsessed with it 😖❤
i think aplification might have been better for this buld
night mares tyrants knights with fetid legion, joy siphoners, bloodfury weapons, flameburst weapons, and intimidation aura. makes a monster that does massive moral and over all damage add anything else for flavor i like doing giga chosen for more attack when units run and more health
So you're holding out for a hero? 'Till the end of the night?
Fresh AND clever
Love the content mate. Best aow4 content imo.
Wow in my 118 hours I haven’t had a grudge battle though it’s likely that I’ve auto-combated through one.
Is this even better with Glade Runners or the Zephyr archers?
I like that you can get so much out of a tier I unit, but those are the best ranged units, right? It's a lot more expensive though. tier I also has the 30% discount and tier III cost 20 gold per unit iirc. Maybe running a regular three stack army with tier I's is more effective than a small tier III group?
We need a mod that makes the random city names not suck. The only one I've seen that's even kind good is "Celestia" and it just made me giggle because of bronies.
MOOOOOORRRREEEEE
amazing game
Would it have been a good idea at @39:58 to Migrate the conquered city into your race instead of absorbing a new one? That way it counts as another evil act and you don't have to recast any racial transformation spells?
I know. He is struggling with being evil.
artileria moment
Some vegan stacks 😂
Will i be able to play this with a like mid level pc?
Could you do a stream on the Story 5? I know you don't care for the stories, but Story 5 is pretty challenging. Curious how you would win it.
I wonder how the archers would go with the unit enchant that lets the arrows bounce to a secondary target
Would be devastating for sure. Especially by stacking buffs like poison and fire arrows
I don't think that the temp health actually brings back models?
Bro PLEASE tell me you take amplified arrows with this build
DUDE!
Why not migrate shinespire instead of absorbing it? You're playing an evil build anyway and it's a turn faster. Plus who needs catfolk in their empire?
how do you turn the camera in tactical combat??
e and q on kb I think or middle mouse button clicked down and drag
Where is Age of Wonders 4 High Evil- Ep.1 ?
@op This is the second series now that focused on range attacks. Maybe next focus on ultimate tanks?
Could you please make civ videos again
Stop calling the EXALTED LADY a guy!
I offer this comment in tribute to the Great Algorithm.
Potato, you are a master of effective, yet extremely boring builds. Build no 1 - spam sunderers and sunderers only. Build no 2 - spam archers on spiders and them only. Build no 3 - clump your units and spam strengthen and awakening. Jesus, man.