They can provide a significant boost to early exploration as their first city comes with a free Scout. Rider families have the best cavalry in the world, and they're pretty easy to keep happy as long as your ruler marries from within the nation's noble families. Rulers with a spouse from a different nation.Vassalage law (unlocked by Aristocracy technology).They're an especially good choice for Babylonia, who lacks other militaristic families and can benefit tremendously from the Hunters' bonuses with their unique units the Akkadian and Cimmerian Archers. Like Champions, Hunters provide two Training points per city per turn, and their ranged units start with the Sentinel promotion.Īs you might expect, Hunters make able Generals, though their propensity for ranged attacks makes them stronger on defense than offense. Hunter cities also make excellent training centers, especially if you want to focus on ranged units. They also provide some extra resources in the form of fifty each Iron, Wood, and Stone the first time they're given a city. Their cities double the output of Camps and Nets, allowing cities with the right resources to grow and flourish quickly. Hunters are an excellent blend of economic and military skill that make a great first pick in most starts. Hostile tribal units in their territory.Exploration law (unlocked with Rhetoric technology).They can also build urban improvements on sand terrain, making them a great choice for settling desert cities that would otherwise struggle to develop. If you empower the Clerics early, be sure to research Divination as soon as possible so that you can build Shrines.Ĭleric cities generate less Discontent, helping keep the populace in check. That city will produce Disciples at half cost, allowing you to quickly establish doctrines and get the bonuses for doing so. If you haven't already done so, your empire will found a religion as soon as a city is given to the Clerics. These pious nobles can also fill gaps left by families who aren't present, able to serve as frightening Generals and research-savvy Governors. Handing a city over to the Clerics might not have a lot of immediate benefits, but it can lead to stable cities and a powerful religion down the road.
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