I love watching you play games you aren't as familiar with, since you do a lot of your thinking out loud. One of the reasons I watch your channel is because of the way you approach games and it's really on display in this series.
There's really no reason to attack with all your units in every battle. Each stack can take on a normal independant stack on it's own, and having them separate will let you look twice as fast. Also, independants can come and capture your castle if you don't have anything defending it.
+Tyler Smith same...got fucking pissed about 4 times, and then i just spammed tier 1, killed all independents near me, and made hostile takeovers on neutrals.
Flanking is super important in this game. I'd really suggest paying attention to what does and doesn't get you a flank bonus. If you can start manipulating your enemies into giving you chained flank attacks, you'll own them.
Production in your city also affects how fast it can produce units as well as buildings. When you get the city fully developed in terms of buildings, then the production will mostly go into producing units. IE: Production = Faster city build time for everything it can make.
Defender1371 Heroes cannot cast their spells on the global map, but they can still use their abilities. IE: Your druid can cast heal regularly to help units heal over time on the global map. He will also do it automatically if there is a damaged unit in his stack and you end your turn.
Defender1371 Using spells or abilities in combat also adds XP (e.g. healing, convert, steal enchantment, etc.). edit: also, *taking* damage adds XP as well.
Defender1371 There is another point to be made about mana and gold outputs also. It is good having many casting points but if you don't have the mana output then you are still limited by that in the number of spells you can cast. Something similar can be said about production and gold output, although it's still really good to have high production. It's just something cool to have in mind when meking these decisions.
In combat you can hold right click on a unit and drag to change the direction it's facing for free. This can help avoid flanking on your units and provide more chances for attacks of opportunity
Love the videos Arumba! I sometimes don't have the patience to play many of these games, but I thoroughly enjoy watching you play! Thanks for sharing with us.
You can always send one unit of wisps to scout a couple of tiles before your main army moves in. That way you will see if the enemy has an overwhelming force somewhere without them killing of a stack of units
the experience on the ranged units was not random. An archer can attack 3 times so it gets 1 exp. per shot. The civic guard can shoot once so it gains 2 exp. per shot. That is there to balance the exp. of both unit types. Generally irregulars can only shoot once while archers and supports can shoot three times. Also the second level of Human military racial governance gives 50% exp. boost just to the specific Human cavalry unit. The third tier gives its bonus to all human cavalry type units icluding heroes.
***** I'm fairly certain that the experience per attack runs off of what unit, and possibly what attack, however I only have my previous game knowledge to go off of.
***** And it also ensures that you never get flanked. Units on guard mode will always counter attack as long as they have AP and will not take additional damage if attacked from behind. PS : The will also takes attacks of opportunity on any unit moving through adjacent tiles, not just the ones moving in front of them.
John Stanton Yeah, that's pretty much the gist of it. For attacks that can trigger multiple times, the unit gains experience equal to its tier for every attack, for example; when he attacked with the archer, he gained 1 experience because he fired once and the archer is a tier 1 unit. For attacks that can only trigger once, the unit gains experience equal to twice its tier, for example; a civic guard gains 2 experience per ranged attack. You also get experience for splash attacks, defending and using abilities like healing, but I'm not quite sure how those work. Units also gain bonus experience for killing a unit (not sure how much), so it's a good idea to soften enemy units up with your low tier units and then deliver he killing blow with your heroes so that they get bonus experience.
A little combat tip from AoW 2 (it seems that the mechanic didn't change). If you leave a unit with some action points looking at the path that enemy would most likely take, they can get a free reaction hit when the enemy unit will be passing by. This very quirk also means that you shouldn't move your archers when there's an enemy unit with moves near them. This way you'll grant them a hit, and they won't use a turn to do it.
Slithereenn Archers dont get oppurtinity attacks. (ranged that is) Also such attacks will drain your action points for the next turn. If one of your units had 3 attacks during an enemies turn (attack of opportunity, counterattack) they wont have any action points during your turn.
The Grouch Yeah, that's not what i meant. I meant that when your archers are blocked by an enemy, you shouldn't try pull them back, because they'll get hit. If archers would be able to make reaction shots, it would've been silly. Also, in AoW 2 each unit could make 3 strikes on their own turn, but 4 reaction attacks when at full movement points during opponent's turn. Was it changed?
Slithereenn Well I cant remember how exactly it was in AoW 2 (it's been a while...) but in AoW 3 your units can either move, attack, counterattack or have attacks of oppurtinity. They'll always have 3 action points by default which can be used for either moving or attacking. (their speed determines how far they can move with 1 point) Their action points only get refreshed every turn cycle. Well that's what I call it which is basically your + the enemies turn. Example: Your unit moves in to attack and spends all it action points on it. End turn. It gets attacked by another enemy in their turn and counterattacks 3 times. End turn. After that it wont have any action points during your turn but can counterattack again in their turn. So you can pin an enemy down by throwing garbage units at them. PS: Ugh wall of text but it is a bit complicated. :p
The Grouch Yeah, that's exactly how it worked in AoW2. Except for the fact that they were getting a fourth reaction hit "on fumes". I mean, if they did three of those, they wouldn't be able to move, but they still can make the fourth one.
Production is fairly simple in the "One prod = 1 gold or mana" so at 50 prod. a thing that costs 100 gold an d 50 mana would take three turns. You get XP for performing actions (healing, casting spells, etc. but not just moving or defending)
Emil Söderman " You get XP for performing actions (healing, casting spells, etc. but not just moving or defending)" Does that mean that when arumba is using a ton of units in battle, but many of them don't do anything besides move, that they don't get any XP?
I think the experience you gain is % of the dmg dealth on total HP or something like that ... so if you deal 7 dmg to a 16Hp unit you will recive less exp as if you would deal 7 Dmg to a 50hp unit or viceversa.
oreo31598 Depends on what you like to play - this game is way more focused on the tactical combat, Endless Legend skews towards the strategic level. Both are worth your time in my opinion.
oreo31598 I'd say Endless Legend. AoW3 doesn't really allow for much decision making on the strategic level (get everything in every city all the time, have as many cities as possible all the time is the extent of it) and while the tactical combat is better it becomes shallow like all tactical combats do once you learn how to abuse the AI.
Ducat is the incorrect term, Ducat refers to a gold or silver currency IN EUROPE or it's slang for a ticket to a concert or something, I don't care much but thought I'd point it out.
John Stanton Also if you're going to get on your high horse, a ducat is a specifically Venetian currency, used commonly due to the city's influence, not any european currency
Arumba.. please pay attention to the obstacles that protects unit. Plus, attacking with ur normal units 1st is better than using hero first. Melvin was attacked first because his party is the weakest.. send him back to city or supply him with some troops from ur 2 full units of army. That way is more efficient and you can flank from 2 sides instead of having to march units to save Melvin. Please play tactically better..
Just learning or not, I would say that Arumba doesn't really have a head for this sort of strategy.. based on the 3 episodes that I have watched that is.
Meh, I did a lot of this kind of mistakes in my first attempt at learning this game. Now I've played enough battle to where optimising every action to get maximum damage and cover is like second nature for me. Having a head for strategy or not, with one or two maps of gameplay experience under your belt the optimisation will come.
I love watching you play games you aren't as familiar with, since you do a lot of your thinking out loud. One of the reasons I watch your channel is because of the way you approach games and it's really on display in this series.
There's really no reason to attack with all your units in every battle. Each stack can take on a normal independant stack on it's own, and having them separate will let you look twice as fast.
Also, independants can come and capture your castle if you don't have anything defending it.
Sgman1991 I learned that the hard way :(
Tyler Smith Same, it's amazing how long he lasted without ever getting attacked. I ALWAYS get my main castle taken by turn ~10 if I don't defend it.
same lol
+Tyler Smith same...got fucking pissed about 4 times, and then i just spammed tier 1, killed all independents near me, and made hostile takeovers
on neutrals.
Flanking is super important in this game. I'd really suggest paying attention to what does and doesn't get you a flank bonus. If you can start manipulating your enemies into giving you chained flank attacks, you'll own them.
Production in your city also affects how fast it can produce units as well as buildings. When you get the city fully developed in terms of buildings, then the production will mostly go into producing units. IE: Production = Faster city build time for everything it can make.
Defender1371 Also, units in combat can only gain experience if they deal damage or kill something. Experience is not shared.
Defender1371 Heroes cannot cast their spells on the global map, but they can still use their abilities. IE: Your druid can cast heal regularly to help units heal over time on the global map. He will also do it automatically if there is a damaged unit in his stack and you end your turn.
Defender1371 Using spells or abilities in combat also adds XP (e.g. healing, convert, steal enchantment, etc.).
edit: also, *taking* damage adds XP as well.
Defender1371 And also for every skill they use. That Theocrat for example can gain experience healing other units.
Defender1371 There is another point to be made about mana and gold outputs also. It is good having many casting points but if you don't have the mana output then you are still limited by that in the number of spells you can cast. Something similar can be said about production and gold output, although it's still really good to have high production. It's just something cool to have in mind when meking these decisions.
In combat you can hold right click on a unit and drag to change the direction it's facing for free. This can help avoid flanking on your units and provide more chances for attacks of opportunity
Love the videos Arumba! I sometimes don't have the patience to play many of these games, but I thoroughly enjoy watching you play! Thanks for sharing with us.
You can always send one unit of wisps to scout a couple of tiles before your main army moves in. That way you will see if the enemy has an overwhelming force somewhere without them killing of a stack of units
the experience on the ranged units was not random. An archer can attack 3 times so it gets 1 exp. per shot. The civic guard can shoot once so it gains 2 exp. per shot. That is there to balance the exp. of both unit types. Generally irregulars can only shoot once while archers and supports can shoot three times. Also the second level of Human military racial governance gives 50% exp. boost just to the specific Human cavalry unit. The third tier gives its bonus to all human cavalry type units icluding heroes.
Quite cool, this series is really making me interested in playing this game, or maybe playing the earlier ones in the series.
@ 11:00, Guard mode raises DEF and RES by 20% (doubled to 40% with the "Defender" ability.
***** I'm fairly certain that the experience per attack runs off of what unit, and possibly what attack, however I only have my previous game knowledge to go off of.
***** And it also ensures that you never get flanked. Units on guard mode will always counter attack as long as they have AP and will not take additional damage if attacked from behind.
PS : The will also takes attacks of opportunity on any unit moving through adjacent tiles, not just the ones moving in front of them.
John Stanton
Yeah, that's pretty much the gist of it. For attacks that can trigger multiple times, the unit gains experience equal to its tier for every attack, for example; when he attacked with the archer, he gained 1 experience because he fired once and the archer is a tier 1 unit. For attacks that can only trigger once, the unit gains experience equal to twice its tier, for example; a civic guard gains 2 experience per ranged attack.
You also get experience for splash attacks, defending and using abilities like healing, but I'm not quite sure how those work.
Units also gain bonus experience for killing a unit (not sure how much), so it's a good idea to soften enemy units up with your low tier units and then deliver he killing blow with your heroes so that they get bonus experience.
"Please Arumba, can I have some more?"
"Whaaaaat!"
"Please Arumba, can I have some... more?"
"Yeah here ya go"
Clesk looks like a Jem'Hadar.
"Exploring the GOLD mine gave me 42 DUCATS" -Armuba in every game
TheCrimsunGames I love it so much, I went to venice recently and the coolest thing there was a room with hundreds of ducats on display
i love this series :)
A little combat tip from AoW 2 (it seems that the mechanic didn't change). If you leave a unit with some action points looking at the path that enemy would most likely take, they can get a free reaction hit when the enemy unit will be passing by. This very quirk also means that you shouldn't move your archers when there's an enemy unit with moves near them. This way you'll grant them a hit, and they won't use a turn to do it.
Slithereenn Archers dont get oppurtinity attacks. (ranged that is) Also such attacks will drain your action points for the next turn. If one of your units had 3 attacks during an enemies turn (attack of opportunity, counterattack) they wont have any action points during your turn.
The Grouch Yeah, that's not what i meant. I meant that when your archers are blocked by an enemy, you shouldn't try pull them back, because they'll get hit. If archers would be able to make reaction shots, it would've been silly. Also, in AoW 2 each unit could make 3 strikes on their own turn, but 4 reaction attacks when at full movement points during opponent's turn. Was it changed?
Slithereenn
Well I cant remember how exactly it was in AoW 2 (it's been a while...) but in AoW 3 your units can either move, attack, counterattack or have attacks of oppurtinity. They'll always have 3 action points by default which can be used for either moving or attacking. (their speed determines how far they can move with 1 point) Their action points only get refreshed every turn cycle. Well that's what I call it which is basically your + the enemies turn.
Example: Your unit moves in to attack and spends all it action points on it. End turn. It gets attacked by another enemy in their turn and counterattacks 3 times. End turn. After that it wont have any action points during your turn but can counterattack again in their turn. So you can pin an enemy down by throwing garbage units at them.
PS: Ugh wall of text but it is a bit complicated. :p
The Grouch Yeah, that's exactly how it worked in AoW2. Except for the fact that they were getting a fourth reaction hit "on fumes". I mean, if they did three of those, they wouldn't be able to move, but they still can make the fourth one.
Production is fairly simple in the "One prod = 1 gold or mana" so at 50 prod. a thing that costs 100 gold an d 50 mana would take three turns.
You get XP for performing actions (healing, casting spells, etc. but not just moving or defending)
Emil Söderman " You get XP for performing actions (healing, casting spells, etc. but not just moving or defending)" Does that mean that when arumba is using a ton of units in battle, but many of them don't do anything besides move, that they don't get any XP?
Yep. (though he's been fairly good at plinking away with his ranged units)
Lucas Griffin Correct, you dont get xp for just moving around. However heroes do get 1xp each passing global turn on the big map.
I think the experience you gain is % of the dmg dealth on total HP or something like that ... so if you deal 7 dmg to a 16Hp unit you will recive less exp as if you would deal 7 Dmg to a 50hp unit or viceversa.
Big plays 👌
Correct me if I'm wrong but I'm pretty sure where you attack from doesn't matter for happiness, only where the battle takes place.
Z6U6Z6U You are wrong, he proved it in ep1.
Seperate your heroes to give them more experience....
You should play endless legend too c:
Which one is better, this or endless legend?
oreo31598 Depends on what you like to play - this game is way more focused on the tactical combat, Endless Legend skews towards the strategic level. Both are worth your time in my opinion.
oreo31598 I'd say Endless Legend. AoW3 doesn't really allow for much decision making on the strategic level (get everything in every city all the time, have as many cities as possible all the time is the extent of it) and while the tactical combat is better it becomes shallow like all tactical combats do once you learn how to abuse the AI.
lol nice lp
Build a city on the coast
This game keeps making me want to play an MMO or Oblivion type game. Can anyone recommend any good ones?
Well hiw much do you want to pay?
lord4tt MMO free to play, normal games I don't really have a limit. Not many games are above 60$ anyway.
cheat200 Any of the Might and Magic games.
arumba you dont need all your units to clear and independent camp
After watching this third episode of arumbas first series on the game, i find how inept and pathetic my first try at the game was. :c
Ducat is the incorrect term, Ducat refers to a gold or silver currency IN EUROPE or it's slang for a ticket to a concert or something, I don't care much but thought I'd point it out.
John Stanton a gold or silver currency in europe * between 1400 and 1800 roughly *
You must be new. For a very very long time he has called almost every currency "ducat* cause he likes the word and is so used to using it.
Yes I've figured that out but still.
John Stanton Hey, what's your problem? THIS GUY IS SAYING THE WRONG WORD I HATE WHEN MY VIDEOS HAVE SOMEBODY WITH PERSONALITY IN THEM
John Stanton Also if you're going to get on your high horse, a ducat is a specifically Venetian currency, used commonly due to the city's influence, not any european currency
Arumba.. please pay attention to the obstacles that protects unit. Plus, attacking with ur normal units 1st is better than using hero first.
Melvin was attacked first because his party is the weakest.. send him back to city or supply him with some troops from ur 2 full units of army. That way is more efficient and you can flank from 2 sides instead of having to march units to save Melvin. Please play tactically better..
NM6467 I mean, he's obviously learning the game, don't have such a disapproving, superior tone
Just learning or not, I would say that Arumba doesn't really have a head for this sort of strategy.. based on the 3 episodes that I have watched that is.
Meh, I did a lot of this kind of mistakes in my first attempt at learning this game. Now I've played enough battle to where optimising every action to get maximum damage and cover is like second nature for me. Having a head for strategy or not, with one or two maps of gameplay experience under your belt the optimisation will come.
Where is Galactic Civilization?! 😫
I meant the series.
Sat