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Anonymous
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now i am like two technologies away from them, but i like planning things first! here you gonna find my assumptions about these units, what i basically need from you fellas is that you point out their full stats! and maybe tell your experience with them, give some tips about them. i was looking at both of them figuring out which is better and in what situations they are best to be used, i noticed that the sage needs 15 charges, so....i think that he would deal only 5 damage per turn on average which is useless! Unless i used him against enemies that have healers ( aka witches ). though i would like owning a wizard, sadly he doesnt seem useful to me, i would reconsider about this if he had over 100hp ( idk how much hp they have since the tech tree doesnt show me ). Chariot sounds like a better unit, but i dont know how much health it has, as I've said earlier, though it looks "tanky". Even though i dont have it i can assume that it is probably an alternative to archer, but mounted. i would like owning a high dps unit, but i dont know how long those charges take ( is it a whole round? or just a turn - when someone hits someone ?), i like tanky units too, healers would do a good job on them, but the tech tree, as stated before, doesnt show units hp and armor.. apologies if my language is hard to understand.
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I definitely, absolutely, 100% always choose sages. You can only train one per town, but you only need 3 or 4 of them in your army (and some good defensive units like horsemen or knights) to beat any monster. They have a really high attack power (75 - which you can see on the tech tree), AND have a range of 4 so can attack from the back of the army and won't get killed until the front rows are all dead. (Though if you have more than 4 rows some of the sages will be out of range. So.... don't have more than 4 rows.) Chariots aren't bad (attack 25 range 2), and you can train more than one in each town, but you need to have horses attached to your town to be able to train them, so that limits their availability. I'm no expert on this, but I don't think either of them is particularly useful for attacking towns, though chariots may plunder a bit more. So, yeah. Sages all the way :)
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Anonymous
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thanks for helping me on this matter, but you see my situation is this - i am an owner of an itsy bitsy dwelling squeezed into a gap of little space being surrounded by big countries! the problem is i have only one town, and theres no horse resource in my territory....so yeah, a very difficult situation....i dont think having one sage is useful. Also i might have to reask this again, but how much hp do they have?
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If you have no horses you can't train chariots anyway. Unless you foresee getting horses in your domain in the near future I'd research sages. You can always buy chariots from the slave trader if he appears and is offering them.
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Yeah, like River says - if you don't have horses the choice is easy. You'll have to choose sages. But they're so awesome, having even one of them is great :) They have 75 attack (120 if fully upgraded), 50 health, 6 armor and 4 range. And because their range is so high, it doesn't matter that their health and armor are low.
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Anonymous
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thank you again, but as i have heard they have this thing written near their attack - "15 charges", how should i understand this? like how long is one charge : a turn? or a whole round?
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It means they can fight for 15 rounds each fight. I've never found that limiting. PS I love my sages. Does it show? :D
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Anonymous
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so they fight for 15 rounds and stop? if so, that is acctually useful, maybe sage aint bad after all!
Edited 42 seconds later by Anonymous.
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if you like fighting monsters (in dens, towns, dungeons, caves: there are a lot) there is nothing better!! when you have awakened birdhouses, use Greek Fire, which are also good for defense against siege!
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Anonymous
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oh gosh, i hate troubling you with even more questions, but now i am thinking if Greek fire is more useful than ballistae, overall i never had an encounter with enemy siege in the current game. So the question is, is there siege destroying unit in renaissance age or any newer age?
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There isn't until industrial age - tanks, which will require sulphur.
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Ok, I guess I shouldn't have raved about the sages, as they just got ruined. With a range of 3 instead of 4, there is no point in having more than 3, as the rest will be out of range in armies more than 12 units. Unless you can have about 10, which is nigh on impossible. Pretty cheesed off.
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BERS, it was unnecessary to make sages less useful AGAIN!!! Everyone (collect and despots etc) benefits from sages having range 4, as they should only be used for monsters anyway! So PLEASE make them range 4 again!
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Sages have been a great unit for fighting monsters but it seems the dev team continues to decrease their value. I agree that they should go back to being range 4. Please change them back!
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It's been like that for over a week now and you don't even noticed until I posted about it explicitly today.
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I honestly don't see the logic in changing the range of the sages. We have 5 months to gain a victory and/or die. Doesn't reducing the effectiveness of the sages slow down hero advancement by making it harder and more expensive to fight mobs? Can we afford to be slowed down any more? At this point with a 5 month play window it seems to me players should be free to progress as fast as they can with or without money. This change is very disappointing, especially since we can't place our units in the lineup where they belong.
Edited 26 seconds later by River.
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Just read this thread from the beginning - it explains everything. Before the update there was basically no choice - sages were vastly superior choice, now it's more balanced - each choice has it's ups and downs. This update has the same goal and the same logic like all other stats tweaking - make the game more balanced.
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That's great Bers but my sages end up in the 4th column back now and don't fight. Even though I have enough range 4 units to fill the entire back column. I guess if they went into the 3rd column and stayed there (btw I have enough range one and two units to fill the first two columns so they should be in column 3 with one other unit) it wouldn't matter because they would be fighting. Now, as it is if they end up in column 4 they are useless.
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They will join the fight once some of the front units die. If you have found a way to fight without losses with specific "magic" unit composition this is exactly what is called imbalance and was fixed. Basically you are not asking for a fair play, you are asking to bring the loophole back which allowed you to get some free experience and loot from monsters without spending anything. This is not going to happen.
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I have removed the flood posts so do not continue to derail the thread. The range decrease is not going to be reverted, you can continue discussing sages versus chariots taking into account the last change, but keep it contructive without emotions.
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