Thx again. It worked like charm for brutal difficulty. I've really enjoyed it. I took silver tongue trait to trade knowledge and mana with free cities almost for free to fill the gap. Also it added me a bit of shadow affinity. The build went with some RP where I had goblins trading everything for nothing and building golems. And of course these goblin creations could stun themselves. Well, a hero could repair it right now. No questions asked. I also had a tough choice picking tome 5 since both materium and order didn't really increase my efficiency because no real upgrades for golems and everything was so combat/world points expensive for indy faction.
But I don't understand why you'd want a Industrious golem build. Industrious are already quite tanky. Wouldn't it be better to mix them with ... dunno.. something high magical damage.. and rather mix Mystic culture with golems? ? ?
i like your videos, i want to share my ideas about this build. 1- You took mana channelers just for tier 1 copper golems? i can see some inefficiency about picking society trait here 2- For your golden golems you must want a lot of gilded enemies. you need to use gilded magic or materium transformation dragon for that. but i didnt see high crit chance for your magician heroes. Thanks for the video.
At start, there is at early tome 2, something around 3 enchant on front line unit, so 6 mana/turn/golem, is mana channeler really a more economy wise choice than runecrafter for this build? On one hand, you'll save 30 mana per summon early on, on the other hand, you'll quickly save around 3 mana per units per turn, more later on.
Runecrafters are better for the mid game and forth. Mana Channelers is good for it's very volatile early game. Channelers allows you to crank out big armies and cast spells early on.
So I played AoW4 a few times and stomped it (normal). I switched to hard, as normal is too easy. Got crushed. Watched a bunch of your vids and chose these guys as my first serious attempt at hard. I'll get to brutal one day
So performance report. I struggled through to about turn 50. It took me a bit adjusting to hard difficulty. I had to improve my game knowledge and actually fight my battles.....Turns 50-75 is were the dicey, power wise. About turn 75 I was starting to Dominate. Now it's turn 120 and mopping up the rest of the opponents. I'm trying for a score victory.
Love the idea, but got no idea which criteria I should use to actually give points or do an actual ranking system. Like what are the stats to look at? :D
That's true! It gives you a darned fast start though and makes sure your summonings don't interfere too much with the rest of your spellcasting. But overall yes, this feat has no strong late game.