![]() It contains a single strategy with a single secret tech, and very generic advice that is applicable to any tall strategy in Planetfall. Calling what you've provided a "faction guide" is at best misleading. I am not arguing whether or not Xenoplague Amazons are effective or not, or whether your strategy is the optimal way of playing them Xenoplague is the secret tech I have the least experience with due to not really enjoying the aesthetics of it. Okay, look, I think you're somewhat missing the point of my criticism. I had a separate commander that had (mostly) animal units under her control, but that was later in the game and the AI (VH) had nothing to answer with. Heck, I could leave scattered forces around defending my territories and I can expect them to produce/upgrade freebies after some battles. From there, I just had pustule swarms when auto-resolving fights, usually getting free upgrades to turn them into Destroyers or Plague Lords. These, combined with plague pods, parasitic strike, Biomatter Prep, and Pestilence (hero equipment), meant that several battles I won would spawn pustules. I preferred Xenoplague fairly early on since, as mentioned, I went with Infantry Commander given that a majority of my armies were comprised of cheaper Huntresses and Biomancers. It was mentioned, very clearly, that they do have an affinity for both Arcadian and Forest biomes (and there are plenty of those in your surroundings as well, unless the map really gimped you). I never said they weren't suitable for going wide. General city planning is different with Amazons than other factions too, since you really want to go wider early Since Assembly can get tier 2 power districts so quickly, it's usually much better to much easier to build tall, especially since you'll probably have access to tier 2 mods really quickly, so you'll be a bit Cosmite starved. Frankly, Lancers are a better unit than the Tyrannosaurus, which is really depressing.Īssembly really need higher level settlements to pump out their usually much higher tier units, and you can usually get more net power out of a tier 2 power district than 2 tier 1 power districts with the cost reduction. Amazons on the other hand can rely on their tier 1 units well into late game, since the blind arrow is just so strong, Biomancers are so versatile, and Lancers are just a crazy strong ball of good stats. Compared to other factions, they greatly favor taking 2-4 cities early and then turtling for a 20-30 turns for infrastructure so they can pump out late game secret tech units. ![]() They get a doctrine that gives them a production cost reduction for each defensive building they make, which means that they can churn armies out stupidly fast if they build tall, especially with an energy district or two for cost reduction and upkeep reduction. Vanguard can play a wider style, but their main strength is being able to turn a city into a terrifying hybrid of a factory fortress. However, several factions have difficulty expanding (Dvar, Assembly to a certain extent) or have significant upside for building tall (Vanguard, Assembly). Amazons more than most, because they can get a lot of good flat bonuses based on terrain to production and food. Generally speaking, wider is usually better for most factions. ![]() I mean, you're not entirely wrong in theory.
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