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I only recently discovered this little gem when it was on gog.com discount (it's cheap anyway, normal price $5.99).From the looks it doesn't seem to be very special, but there is a plethora of things going on beneath the simple (but charming) old fashioned graphics.The game was first released in Russia a couple of years ago and was released in English in 2012 I think.' Eador: Genesis' merges elements from a lot of classical turn-based fantasy strategy games like 'Master of Magic', 'Heroes of Might and Magic', 'Fantasy General', and others as well.The gameplay is strangely addictive and though I am playing for several weeks now, there are still things to discover. There is an insanely complex building tree for your stronghold, a bulk of items and artifacts to support your heroes and armies, dozens of spells, lots of units, and plenty of skills to distribute to your heroes (and units) on level-up.The Game comes with a tutorial which explains the basics, but you are on your own soon enough.Most of the units, buildings, items, spells, resources and so on are clickable to open a little help window or show a mouse-over help window. Unfortunately, there is no manual and the home page of the game is in Russian only (google translate can help you out there).I found a lenghty in-depth review which also sheds light on some of the game mechanics, for instance the use of stamina for heroes and units alike in battle (very similar to 'Fantasy General') or the importance of moral alignments (your decisions with random events may have an influence on the mood in your provinces).All in all this is a wonderful game and I enjoy playing it very much. Nivim, not sure what you're meaning by your response to the 'one more turn' aspect of MoM and similar games.
I think Mondkalb was simply describing that games like Master of Magic and company (Civilization series, etc) have incremental advancement and build-up that occurs turn after turn (oh, just 3 more turns until my library us done! Oh, just another couple of turns until this technology is researched) until suddenly it's time to go to work. But your post seemed to be talking about a game going over a pre-set turn limit.
Eador: Genesis - New Horizons Mod released News Comments. Aug 07, 2009 Eador: Genesis has players take on the role of a mighty Master and shape the destiny of Eador, on land and within the astral plane itself.
So on higher levels your heros/units lvl faster? I thought they were quite slow.Early on I use commander hero and rush chainmail shop (he is like muhaha for tier 1s) and can get bigger armies earlier. Healing spell is the only one I use. Tried scout hero but he is incappable in bigger/harder battles (works great as long as you kill enemies before they get to your puny army this hero can support).As for units archers+pikemen are pretty good, but i tend to lose a lot of higher tier archers if enemy has fast/ranged units (no one wants to target pikemens).And militia - how do these guys have so many high level units?
Like foresters which due to description should be weak defenses but increase income, can massacre almost every tier1 army (except heavy armored heros, swordsmen armies, archer armies with range bonus). I didn't play long but i didn't manage to get any of my archer units to high enough level for double shot. O'course, a spell and artifact laden 30th level wizard or commander can probably destroy armies on the first turn of battleEven a maxed out warrior benefits from support, though Sending any hero out alone is more an act of desperation than anything, imo. You get a lot more done, faster, with minions at your side.
And in the case of warriors, with considerably less upkeep due to kit damageAm suddenly wondering if item damage reduction stacks additively, though. I know you can get a good 80% just with the stuff I've seen (Warrior with maxed. Blacksmithing, innit?
Then two blacksmith bracers and a set of dwarven gloves.). If it's additive, then you might be able to make a warrior with junk that just doesn't break. Be a bit weaker than something going balls-out with power boosting equipment, but a helluva lot cheaper to keep rampaging. Any militia with high numbers and bowmen is always a pain to deal with. On competent difficulty, the computer spams the 11-strong brigand guard, which is painfully hard to deal with until late game. Meanwhile, on your first shard, you're stuck with recruits which are only 8-strong and the AI pretty much tears through them like paper.Here's my strategy on competent:I buy a wizard, and purchase an altar to get shamans.
A wizard is weaker than an scout early on, but a wizard's power grows much faster. Back the wizard up with 3 shamans, and never stop adding shamans.
Gems can be a problem on some maps, but I scrounge them through evil choices in random events (like selling corpses to necromancers). Find and exploit mandrake root ASAP to reduce the cost of shamans, or you'll quickly be paying triple price per unit.Almost all tier 1 creatures have little or no magic resistance, so shamans+wizard will cut through them like butter, allowing you to clear dungeons quickly. Avoid gargoyles, medusas, and any other high MR creatures. Necromancers have high MR, but rotating in a single bowman in your party will let you almost one-shot them.
The idea here is to be able to clear dungeons with no losses, because you really can't afford losses until you have mandrake root.Battle tips on shamans:Shamans are range 4 units that are basically glass cannons. With enough shamans, you will melt pretty much everything, even Tier-2 units! However, if anything gets in range of you almost instantly die. Careful use of hill terrain (+1 range) and putting forests and swamps between you and the enemy to slow them is necessary. A flat plain with no water or mountain chokepoints is your worst battlefield.Shamans can even cast a hero spell called curse, which reduces attack, defense, and resistance values. On any creature with a MR of 2 or greater you may want a shaman to curse. In fact, because curse has unlimited range, it's an excellent opener when you start the battle out of firing range.Shamans's other weakness, besides frailty, is that they only have 4 ammo and it cannot be recharged.
Using the curse spell 'counts' as a use of 1 ammo. In a battle longer than 6 turns you are dead if you have underestimated the total enemy HP because all your shamans will suddenly lose their range firing ability.
When upgrading shamans prioritize hex specialdamageextra ammoanything.The whole point of using shamans is to quickly level your wizard. The best skills to choose are necromancy and summoning. If you get both up to rank 3, your zombies will be extremely tanky, having 30+HP! You have to kill a living unit to make it leave a corpse for reanimation, so keep two magic arrows in your spellbook.
Imps will do in pinch, but zombies are great damage sponges and skeletons are good archer hunters.By the time your wizard hits about level 12, if you've got both summoning and necromancy you can quickly defeat all enemy garrisons and siege the enemy stronghold. I've won a few 'I'm no coward, but I'd rather retreat' battles because the adviser doesn't take into account your summoning potential. The main problem I have with playing necromancer/demonology wizards is that higher tier necro spells, while powerful, are so costly. I constantly have to mind my gems. Sometimes I'll get lucky and find a lot of swampland, but generally that's not the case, so getting a mage as my first hero is a gamble sort of. I know that I can just use regular zombies, but it's so tempting to use ghouls, they're amazing.Anyway, I also love playing 'enchanters'. Mage over level 10 with the commander path.
![Genesis Genesis](http://i.imgur.com/goxJzVI.jpg)
Load him up with healing and buffs, and it makes for a really fun time. Maybe not the strongest, but it's great trying to figure out where to place units, who to buff, using terrain, etc to crush difficult enemies.I would play a lot more necromancers, but yeah.
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I run out of gems in practically all parts of the game because I cast too many high tier spells. One of the other discussions I found on th'net recommended boosting your starting gem income with astral, if you're going mage. Other than that and prioritizing gem producing provinces for exploration/growth boosting, there's not much you can do, yeah.
I guess later you get access to markets or somethin' and might be able to do some gold-gem conversion, but I haven't hit that point yet. S'also the occasional building you can pick up from exploring locations you can stick in various provinces. No clue yet if you get something you can just build, ala a library or whatev'.But yeah, the higher tier undead are kinda' amazing. Like I'd mentioned, had one of my dudes lucked on to a raise ghost spell (and a thousand curses for the necromancer (mage-scout) class not working as the text implies), which was pretty darn expensive but the buggers could solo entire armies of first or second rank creatures.I occasionally pull out cheat engine and just give myself infinite gems and go wild.
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