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![]() It doesn't make that much sense for Kir'ko either. I agree that late bio damage generally doesn't make sense for amazons. Most xeno units are primarily melee based, so weapon mods don't really help them. ![]() Plague lords are not a reliable method of getting bio units and are very late game, so I wouldn't name that a major upside of the Amazon+xeno combo. That said, there's some overlap issues with Amazon and Kir'ko healing/buff mods which do similar things to the later Xeno mods. Xeno mods generally don't need a bio/cyborg unit to equip their mods, but some of the effects won't apply to non-bio/cyborg. Amazons nearly have 100% bio, with a single mechanical ship. It's a small issue, but a significant one for a normal xeno run where you pick up pustules and pods, but nothing else from xeno since it mainly just runs on its own independent of whatever you're doing with your main faction.Īs for xeno mods in general, Kir'ko have a 100% bio army and Assembly a 100% cyborg one. Mainly that animals can't equip plague pods. Finally don't mix Psynumbra with Dvar or Vanguard. Synthesis has some great general mods at the start of the game, but isn't so good with Amazon or Kir'ko past that. Xenoplague also works fine with all factions except Amazons, though the drawback is fairly small. You can safely pick Promethan or Celestian secret techs and have good success with any faction. Though there are some pitfalls for 'bad' choices, most of them are quite balanced or bring something interesting to play around with. These are the three main mistakes I've seen players make when they first start out.Īs for commanders, as has been said you can pretty much be whoever you like. Those mod techs also come with good tactical operations you can use in combat to turn the tide, especially the weapon technology lines. ![]() A couple modded up tier 1 units can be as strong as an unmodded tier 3 unit, but costs much less. Keep settling them when you can, but conquering cities from enemies is a good alternative.ĭo not overvalue new unit technologies. You should own at least 3, preferably 4 around turn 20. Try to be spending at least 50% of your production on units.ĭo not wait to build new cities.
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