![]() 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. Divine Rule law (unlocked with Citizenship technology).The bulk of your armies will come from the Champions' seat, so be sure to keep Iron and Wood coming from elsewhere to support them. The first city given to a Champion family gets a twenty-five percent Training bonus, which can put up some impressive numbers once you've added military buildings. Combined with the fact that new units trained by Champions automatically get the Steadfast promotion, you should be able to easily dispatch any Tribes and Barbarians in your lands. This also speeds up unit recruitment in their cities. All Champion cities get a fifty-percent defense bonus against any enemy that dares attack them.Ī city held by Champions produces two extra Training each turn, helping to promote units. Champion nobles tend to make excellent Generals and their cities are well-defended. Volunteers law (unlocked with Manor technology)Ĭhampions are the families to go to if you want impressive armies with which to go forth and conquer.The Artisans don't neglect rural tiles, either - their Mines and Lumbermills get a twenty-percent production bonus, letting them equip the armies of the more militant houses in your empire. That city also takes fewer turns to build urban improvements, making it easier to increase the family seat's Culture output and keep Discontent under control. As the game progresses, they become able shipwrights and engineers, with naval and siege units built in Artisan cities gaining the Ingenuity promotion for free.Īrtisans are a great choice for your capital, as the first city given to them gets a free Worker. Their cities generate an additional four Culture every year, helping them reach higher levels of development and unlock better buildings. Having pillaged improvements in their territory.Īrtisan families are ideal for building large, developed cities that produce lots of resources.Guilds law (unlocked with Jurisprudence technology).
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