
全面打造专属种族指南,助你尽享征服乐趣! 尼缪并非唯一对自己创造的种族时常不满的神。 若她能借鉴我的成果,这位海洋女神定会快乐许多! 前言 你的种族在征服其他星球时屡屡失败? 在入侵其他领域时,他们是否根本达不到你的标准? 你是否担心自己的种族在星界之海沦为笑柄? 别再烦恼!有了我的简易指南,你所选中的子民将做好准备,无论是全面种族灭绝、入侵、信仰转化,还是介于其间的任何行动! 在我的著作中,我将尽力涵盖最明显的种族特性组合,以及一些较为隐蔽的搭配。但请注意,完美不仅取决于你的种族特性,还包括你希望它们繁衍生息的环境、你希望它们研究的魔法书、它们所参与的选定文化,以及你为它们设想的胜利类型。因此,我会特别关注那些总体上表现优秀的技能和特性,以及那些看似近乎无用但在特定情况下实际上非常强大的技能和特性。 记住,要塑造你的人民,使他们与你希望参与的挑战难度相匹配。如果你想更轻松地征服阿尔蒂卡女王的领域,可以选择适应了严寒环境的冰霜精灵种族;但如果你准备好挑战自己,那么即便是热爱阳光与沙滩的猫咪种族也能完成这一壮举。 记住,任何创作过程中最重要的部分都是乐趣!而适当的角色扮演或许正是让你的征服之旅更加有趣的调味剂。 如果你是游戏新手,无需阅读大量文字。我在每个部分的开头都用剧透形式包含了简明摘要。 基础内容已介绍完毕,让我们开始施展策略吧!

外形 这纯粹是外观装饰!选择你喜欢的就好! 特性是定义你所选角色的关键,且完全可以独立于其物理形态进行更改。没错,你可以创造会游泳的鼹鼠,但到那时它们或许更愿意被称为【海狸鼹】。

身体特征 第一部分

TL DR if you struggle with early game pick up Tough if you struggle in end game pick up Resilient if you don't struggle anywhere in particularly and wants good perk pick up unicorn mounts, or keen sighted Bulwark grants an extra 2 def and 2 res when in defence mode On average, this is a horrible trait to have, because the game strongly promotes aggressive plays, and eliminating enemy units as quickly as you possibly can. however, there is one exception to that rule and that's industrialist culture. Not only it gives your heroes an excellent trait to pick up, that allows them to enter defence mode even after the attack, but it also possesses by far the most useful defensive unit in the game bulwark, Note however, that even industrialist culture, could probably find better use a more generalist trait Fast recuperation your units regenerate an extra 5 hp per world turn it's an excellent trait that can hasten your conquest by 5-10 world turns on average and save you from some truly dicey situations. Outside of your own domain (which is to say everywhere where you actually want your armies to be all the time really), your troops will regenerate 5 hp extra per world turn. So in effect, this trait doubles your off-combat regen. Ways to heal your troops between fights are scarce, far between and expensive, therefor this trait is very helpful and useful on all levels of play. if you can't make up your mind, this trait will be great always, and in every situation Take note, that there are realms, that inhibit world healing, and this trait, basically nullifies it! Hearty Your race units gain plus 10hp This translates to about 20% effective health pool at the beginning of your conquest, and will slowly get progressively worse the longer your conquest takes, due to higher base health pools of more advanced units On average, I would advise you against this trait, because other defensive options, scale batter, A possible exception to that would be rush strategies rallying heavily on chaos lore. Chaos mages tend to amass great numbers of low-tier units, for which health is more beneficial than other defensive statistics. Keen sighted +20% accuracy on physical and magical ranged attack This skill is insane! Good enough to build your entire strategy around it. Ranged units in an age of Wonders 4 are exceptionally powerful and therefore somewhat rare and spread out between tomes, however, you always will have a couple, and they all will benefit from it. All support units benefit from this skill, and you should always have at least one support unit per stack all battlemages unit benefit from the skill all archers from tier 2 of your culture benefit from it, and will GREATLY improve your early game experience particularly beneficial are materium lore users, and high culture. those 2 have access to extending range for your units further and therefore are prone to exposing themselves to lower hit chance. this trait completely nullifies this weakness. It's also a strong pick for mystic culture, who will most likely spam battlemages heavily and have access to one of the best tier 3 battlemage units. However, basically, all cultures and lore users will have someone who could use this buff and become a kingpin of your army, and make your enemies pinheads in return. Quick reflexes makes your units 30% harder to hit by a ranged attack This skill is deceptively hard to properly score. It should be easy, I rated the inverse of it as insane, and therefore if it counters it hard it should be insane as well right? not to mention that all lores and cultures use ranged units to some extent. Well, things are not so easy. It is important to note that proper use of ranged units requires a human mind, and NPC factions for obvious reasons lack it, lowering the overall danger that ranged unit pose for your armies. On top of that in my 150 hours of exploring the fourth age of Wonders, the only factions I encountered that reliably uses ranged units are Mystic and High, and even they favour battlemages and their multiple hex attack that do not have a miss chance at all. that makes use of this perk unreliable at best. Don't get me wrong, there are always some units in enemy armies that will be ruined or at least debilitated by this perk, however, I would personally advise you to take a more general perk. In pvp however, if you know you will face high or mystic culture, or nature, materium or order lore user, this skill should perform exceptionally well. Resilient gain +3 status resistance This is probably the best defensive stat overall, and definitely the one that gains more value, the closer you are to the endgame. Firstly it is rare, to find any improvement to it, unlike defence and resistance, which makes it inherently more valuable, secondly, you would be hard-pressed to find a single enemy stack, either natural or enemy army, that doesn't use a status effect to some extent. enemies that use mind control, like order and nature lore users, as well as fairly common natural creep nymphs can be completely debilitated by missing their iconic skill. Thirdly, almost every ruler near the endgame will rely on some kind of debuff, that they will be incapable to apply to you reliably because of this perk. If you know you will face dark culture or shadow lore users, this perk gains even further value because of the tendencies of that faction to really on heavy debuffing. Resistant gain +2 resistance Strong cookie cutter perk. resistance will decrease all magical dmg ur units take. On every battlefield, you will face mages, heavy enchanted units, and rulers themself trying to hurt your units more directly, and this perk makes it harder for them to do so. This perk is also particularly useful to the barbarian cultures because it mitigates their inherent weakness. most barb units have abysmal resistance, and therefore those 2 points are more valuable to them. putting them roughly on par with other cultures' units Resolute The negative status will last -1 turn up to a minimum of 1 If status resistance is so good, then this must also be amazing right? wrong! You need to remember that most fights in Age of wonder4 are short and brutal, and combat by turn 3 is almost without exception either already done, or decided. Furthermore, most pesky debuffs will be reapplied continuously, and have a baseline duration of 3 turns, meaning debuffs are a bit like STD, and if u units got it, it will probably have it till it dies. Prevention is simply a more efficient strategy Body traits part 2 Strong all units get +10 physical dmg overall okayish skill, that is never particularly good or bad. It is more useful to barbarian cultures because all of its units deal exclusively physical dmg, and materium lore, because of its unique units, like golden golem and Zephyr that are physical dmg dealers as well. if you pick this perk, remember never to cast or research elemental enchantments like burning or frost arrows, because it will lower your physical dmg capabilities. Tough gain plus 2 defence my third contender for the strongest generalist pick. Defence scales better than health, and it's useful for every single unit you could possibly have. While I would argue that in an endgame where magical cataclysm spells will be common, status resistance and resistance would be more valuable, it's undeniable that higher defence will make your chance to make it into the endgame significantly better. And unlike extra world regen, this trait works in combat making it easier. If you struggle in the early game, this perk will help you significantly. Special Mounts perks The kind soul of Redpine has already penned an excellent and in-depth guide to those perks (although he made a mistake, in high culture, it's not a support but tier 3battlemage that gets mount) https://steamcommunity.com/sharedfiles/filedetails/?id=2971958134 Therefore I will try to be short and precise Never ever pick nightmares! they are trash tier, Their looks is all they got. Spiders are potentially the most game-breaking thing currently in the game Unicorns are great picks always, specifically for dark and feudal cultures Feudal industrial and dark are probably the only cultures for which wolfs are worth considering Note that this perk will have the greatest visible effect on your strategy mid to endgame, and therefore I strongly recommend to at least once give it a go Mounts the in-depth analysis

Picking the mount perk will improve 3 things: scouts, one cultural unit, and rulers and heroes will be granted improved starter mount. Let's analyze those benefits one by one. Scouts Scouts will improve for every culture with the exception of mystic. +10 hp for them is massive and will often be a difference between having a scout and having to train another scout It will not improve the scout's movement speed because it is already on cavalry level It will also grant them skills depending on which mount you picked up nightmare Grants you a 90% chance to lower the morale of the adjacent melee unit by 5. you never ever want your scouts to be in melee and therefore nightmares are complete and utter trash, the fact its a chance, only adds further insult to injury Unicorn Grants a teleport ability. it's a potentially useful skill that allows your scout to escape from melee pursuers, or to reposition them for a finishing blow, note however that dmg output of scouts is terrible so said unit really needs to be on its last leg for it to work. Unicorns synergise particularly well with industrious scout, which uses a crossbow, and therefore needs only one action point for full dmg potential anyway. Wolf A 20% boost to dmg is technically nice, however, u never want too many scouts in your stack, limiting even potential use of it. Also, note that basic math says, that is irrelevant by how much you want to multiply 0, the result will be zero. and while scout dmg output technically isn't 0 per see, it is dangerously close to it. Howl on its own can be useful, in particular to the dark culture that benefits greatly from weakened, Note however that trying to cast a close-range howl is a suicide tactic for your scouts. Spider Now this is a game changer. Generally speaking, spider scout (SS) is a potent strategy enough to build your entire game around it, and in the case of small maps, can grant you victory on its own. casting web increases the dmg output of scouts immensely. Added benefit of immobilization, is enabling you to use scouts alone because out of 6 webshots, you are bound to immobilise most of your melee opponents making scouts completely safe. On top of that web is one of the very few skills that can be cast even when pinned by melee units! This means you can have strong, fast-ranged units, that on top of that cost pennies in front cost, upkeep and draft. You can print close to an infinite number of them. If you ever wanted to feel, like a fantasy Genghis Khan, now you can! hearts of Iron is no longer the only Paradox game, that allows you to conquer the world with your core SS units! One of your culture units will be granted mounts Those are the units that will become almost always a workhorse of your faction. They often will be spammed the most during mid to endgame, therefore any buffs for them are very valuable. All of them have increased movement speed (also on the world map!) as well as extra hp increasing their survivability by quite a bit For feudal and dark cultures that already had t3 mounted units, mounts will simply be replaced. For high, industrial, and mystic its t3 unit will be granted a mount For the barbarian culture, its archer t2 unit will become cavalry Nightmare Continues to be trash tier for all of those units. 3 of them are ranged and don't want to be in melee never ever. Shock cavalry of dark and feudal cultures will have very little use for it because will rarely find themself adjacent to enemy units that are still alive. You can make a case for Bastion to have a possible use for it, given its a unit that actually enjoys being surrounded by an enemy horde, and will have 2 or maybe even 3 chances to proc demoralize per combat, however, the potential gain is so minuscule, that even he can probably benefit from other mounts more Unicorn Ranged units love to teleport, it can be used to gain greater range in the first turn, to better reposition in other turns, and if push comes to shove, it allows them to safely disengage without any retaliation. A great pick for them As for shock cavalry, it greatly extends its use. They only need one action point to deal full dmg, meaning they can immediately attack after teleport not losing any of their dmg capabilities. In practice, it opens a lot of tactical options for you. You can engage enemy turn 1 using teleport as a range extender Bypass enemy frontline completely, and instagib squishy ranged units Or simply reposition yourself, and flank said frontline with ease. Even bastion can enjoy better repositioning capabilities. A strong recommendation from me! Wolf All t3 culture units are spamable, mid to endgame, meaning all will benefit from 20% dmg increase which is great on its own(and yes it stacks with 20% feudal core bonus). Wolf is extra useful for dark and industrial cultures. All dark units benefit from attacking weaken enemies, and Bastion's basic attack is mediocre at best, and howl on top of debuffing capabilities in many cases will be a stronger attack for him, than pummeling enemies. Spider Now this is SS tier :D All ranged units are greatly improved by the ability to cast web. In general, it can be their saving grace when engaged in melee and web can be cast interchangeably, with high, and mystic t3 unit basic blast greatly increasing its aoe dmg output. Bastion from industrial can benefit from the web as well, in the same manner, that it can benefit by a howl, to simply improve its dmg capabilities. It's a useful form of crowd control on top of that helping him pinning multiple units. For Dark and feudal Knight's web will most likely be the least useful, and for those cultures, I would recommend unicorn or wolf instead. Your ruler and heroes will get mount improved from a get-go Note that there are only 4 types of wpn, that can be used with mounts! Lance, magic orb, 1hand melee and shield, and physical ranged wpns. If you plan to use spear, 2hand, or staff you are out of luck! Generally speaking, it's the least noteworthy improvement. Nonflying mounts are common enough, and I cannot think of a single case of a hero that would rather have a nonflying mount than a flying one. however, it can be a nice early-game boost. nightmare continues to be trash tier. It is also quite common at that. it looks prettier than a basic horse, and that's bout it. Wolf Howl ability for heroes tends to be weaker than most of the other possible actions, and heroes tend not to clump so much to other units, making it harder to benefit from a 20% dmg increase, Exception could be ranged hero, for him it is beneficial to simply carry along a scout with the sole purpose of standing next to the hero increasing its dmg by 20% unicorn Teleport is universally good, particularly with lance, and your heroes will always find some use for it, either to avoid being where they do not want to be or to appear when the enemy doesn't want them to be :D Spider Spider mounts for heroes are very common, and on top of that in their cases, you will probably want to use other skills or single target dmg capabilities instead of the web. It is useful of course, but nowhere near game-shattering like it is for your units or scouts. Mind traits

TL DR Feudal should go for "Overwhelm tactics". Nature lore should pick "sneaky". Everyone else look at those 2 traits and pick the one you like more Adaptable units gain experience at a 30% increased rate I found this trait to be bad on its own, and terrible compared to other options. it offers some early game boost, however, your first stack will be champions in no time regardless. When the midgame changes to endgame you either will suffer continues loses, meaning your troops will not have enough combat opportunities to use this trait, or you will steamroll, meaning your units will quickly hit champion medal anyway, and not benefit from this trait at all. On top of that, the only evolving unit in the culture's roster is the pikeman for feudal, and he evolves, into a tier 2 shieldman. All other units that would benefit from extra exp gain to evolve, are not of your race, and can't benefit from it :( Arcane focus your magic attack gains a +15% dmg increase fantastic perk, that becomes borderline overpowered for mystic and high because of their t3 battlemage unit. all lores also tend to have one or two units, that will be buffed by it significantly. if nothing else feels useful for you, it is a safe pick for sure, that always finds some use. Cold-blooded Your units resist 50% of moral dmgmorale loss in PvE is used only by undead natural camps, and dark culture, and npc rulers tend to use more of a scattershot tactic with their morale debuffs. Without a focus, terror tactics, rarely make any impact Unless you are facing another player that you know is bound to use terror tactics (dark or order lore) this perk is practically useless. There is however small synergy with the culture trait "mana addicts" effectively removing its downside Defensive tactic grants +1 def and resistance if standing next to the unit that also has this perk Stong generalist perk, in most cases standing next to other units, is achievable making this perk effectively 100% up. This perk offers strong synergies with a feudal culture that tend to benefit from clumping already and chaos lore because it tends to amass great numbers of t1 and t2 units, that benefit the most from small gains in stats. Elusive u gain +6 def against retaliation and opportunity attacks deceptively strong perk. Every melee unit attacked will retaliate unless flanked and this perk will make said retaliation roughly 40% weaker. Opportunity attacks are rare, but sometimes they are unavoidable, it will significantly lower the punishment your support and mages will suffer for using their skill while pinned. Players who often use shock units will also greatly appreciate extra protection while disengaging. Dark culture uses shook troops the most and therefore has the best use case for this trait. this perk is strong however for every player, lowering the casualties your units will suffer in melee combat, lowering healing required for keeping them up in the shape fast initiative Your units can move extra 2 hexes in the first round of combat I found this perk deeply underwhelming, 2 hexes are usually not enough to make a significant difference in the first round. It can be however of some use if you favour using shock cavalry A somewhat exotic but insane synergy exists with shadow lore tier 4 tome of Oblivion, Within it, there exists the world map combat spell "ritual of Somnia" that gives every enemy unit a 90% chance to be stunned for 2 turns at the beginning of combat. combine it with this perk, effectively wipe enemy stack effortlessly and completely safe from retaliation Ferocious your opportunity and retaliation attack will deal 40% more dmgan ok generalist perk, you will always deal some retaliation dmg, and while opportunity attacks are rare, they can happen, specifically when an enemy will try to disengage their pinned ranged units, in the hope of killing off your wounded unit. It synergizes greatly with nature lore users. their race enchantment "supergrowth" grant extra retaliation attacks. Most melee materium units also have more retaliation attacks overwhelm tactics gain a 20% crit chance while standing next to another unit that has this perkProbably the best generalist trait, it has insane synergy with feudal culture, that has a baseline 20% dmg for clumping remember you do not need to clamp up entire hax, you can move your units in pairs, and still maintain all buffs of this type while eluding punishing aoe attacks! Sneaky gets +25% flanking dmgGreat generalist perk! You should try to use flanking attacks as much as possible, and if u do not want to pick an overwhelming tactic trait for whatever reason, you should probably pick this one. Notable synergy is with feudal and dark. Those cultures possess great shock cavalry that will reliably flank. Order lore synergy is also notable. inquisitor, eagle rider, and tyrant knight order lore unique units are faster than average, which allows them to flank reliably. However, the greatest synergy I am yet to describe. You would think this is the favourite perk of Keanu Reeves and American police departments because just like them, synergies with nature lore are simply breathtaking. Nature via tome of the beast has access to the "mark as prey" spell, which causes distracted debuff. ALL ATTACKS AGAINST DISTRACTED ENEMIES ARE FLANKED. this spell cost 5 cast points, and 5 mana making it the cheapest spell in the game. It will be probably the most spamable spell of that lore till you get to tier 4. This synergy will make fighting early mid-game natural camps with tier 5 and 4 units a breeze. Clearing ancient wonders including max tier will become a joke, and every hero that will attempt to face you will rue the day they ever stepped on your lawn. If you think it's not breathtaking enough, make your enemies suffer the fate of allergic in spring via spell "exhilarating pollen", located in tier 4 nature tome of paradise. It has a 90% chance to cous distracted to all enemies present on the battlefield. Chances are good this is the only combat spell you will need in the endgame as a druid. Tenacious damage penalties from your unit casualties are halvedIn the age of Wonders4, the number of models in your unit is not just cosmetic. Each time one of them dies, dmg of the entire unit will lower In general, I don't think, casualties dmg debuff is strong enough to warrant picking this perk over other generalists, there is an exception, however. if you plan on using Chaos lore tome of hordes, you will most likely do it for spawnking minor race transformation, which increases dmg significantly but increases the number of models as well. this makes you vulnerable to casualties dmg, and in that case, I strongly recommend you protect yourself via this perk. Mind Trait adaptation Adaptation perks if you want to have an easier or harder time or wish to roleplay a bit, pick this, and shape the realm you are about to invade accordingly. Above its brothers stands the Arctic adaptation thanks to its shadow lore synergy. in shadows lore, in the tome of the cold dark, there exists a spell marching winter. While cast on one of your cities, for small upkeep of mana it will slowly terraform all of its domain plus 2 tiles extra into snow wasteland. for each snow province within your domain, it will grant +2 of food and hammer production. at the time you should have access to it, you should have roughly 15 pop cities so it will grant 30 food and production basically for free. and that is not all. For some reason, snow will slowly but surely level down the mountains, turning inaccessible tiles, into possible productive ones. On top of that, this tome is one of the most synergistic around, offering frostling transformation, that makes you race resistant to frozen, move faster on snow tiles, and have a small but notable bonus to morale (critical chance boost in practice) whenever you fight at the snow. And thanks to the world combat spell "flash freeze" in the same tome, you will always fight in the snow If you plan to tip your toes, into some dark cold magic, arctic adaptation can be a thing for you! Society traits

需要注意的几个重要事项: 你可以选择其中2个,但有些是互斥的。 它们按魔法知识分类,选择一个社会特性也会授予相应知识的1点。 这意味着选择我们完全不打算研究的知识特性可能很有价值,能免费获得前几个技能。 每个知识在万神殿中都有一个锁定的 perk,需要解锁才能显示。 总结: 多产蜂群与邪恶后裔或奇迹建筑师组合,由于多种原因可能是最强组合。 如果你不喜欢这些 perk,传奇猎手、仪式食人族、熟练定居者、天才收藏家以及符文铁匠紧随其后。 可以随意混合搭配它们。 秩序知识

在撰写本文时,秩序帝国发展(科技树)研究是六个派系中最以自身为中心的,几乎没有任何协同效应。该分支中位置较低且值得考虑的通用增益只有第二个“外交渠道”——提供额外1个低语石,以及第四个“职业士兵”——提升大多数单位的经验值获取。额外的低语石总能派上用场,但为了额外经验值特意投入点数肯定是不值得的。选任联合者 10点善良阵营值 获得来自附庸国的+20%收入 盾兵单位和长柄武器单位初始额外提升1级 初始额外拥有1个盾兵或长柄武器单位 初始已研究外交焦点(额外获得1个低语石并节省100帝国值) 此特性仅对秩序学派使用者有用,对其他学派使用者而言完全可以忽略 善良阵营值是值得追求的,通常积累正阵营值相当困难,而初始加成可能非常有益 作为秩序学派使用者,你希望快速且大量地附庸其他势力,额外的低语石在从对手手中夺取所有自由城市时可能起到关键作用此外,在解锁其研究的典型时刻,【帝国值】通常是一种相当珍贵且稀缺的资源,许多方面都需要它,因此在那个关键节点额外获得100点【帝国值】,其价值可能比数值本身所显示的更为重要。额外的等级对于【秩序学派】的使用者也相当有益,因为通过【召集封臣】,他们往往能聚集大量此类单位。善良信徒 城市每拥有1级善良阵营,稳定性+10 帝国每拥有1级善良阵营,帝国威望+5 需要10点正向阵营值 支援单位和长柄武器单位等级+1 初始额外获得1个长柄武器单位或支援单位(似乎完全随机) 泛用型A级特性 如果你想扮演一个老好人,绝对应该选择这个特性 乍一看这个特性似乎很弱,但不要被表象欺骗!帝国威望是游戏中最稀有且最珍贵的资源,任何能获得更多帝国威望的机会都极其宝贵。对于大多数学派而言,获得帝国威望的唯一可靠途径是通过法师塔的一次性升级以及征服远古奇观。作为善良阵营的追随者,你初始拥有善良阵营的第一阶等级,无需太久即可达到第二阶。这意味着在游戏中期,你能获得比其他阵营高出50%的帝国收入。额外的城市稳定性也极其宝贵,因为它能让你快速达到更高的阈值,解锁所有城市在食物、征兵和锤子生产上的百分比加成。 唯一阻止它成为S级的因素是,要达到纯善3级相当困难,而且提升阵营倾向会让你在事件中错过一些产出机会,同时还会阻止你进行掠夺。 帝国主义者 王座城以及与王座城接壤的城市获得+20稳定性和20金币收入。 首都初始额外+1人口。 垃圾级,永远不要选这个。 20金币收入看起来少得可怜,整个游戏期间大约能积累5000金币,这比大多数 perk 略好一点。城市稳定性尚可,但有很多更好的提升方法。额外1人口可以为你节省3回合或30-15帝国权威。更糟糕的是,其他城市需要与你的王座城市接壤才能获得任何加成。 《骑马与砍杀2:霸主》 万神殿解锁【封臣集会】触发频率翻倍。你初始会揭示最近的自由城市,并立即获得其25点忠诚度。仅限秩序阵营选择。揭示自由城市和额外忠诚度虽然不错,但不太可能为你带来特别有价值的效果。游戏开始时的良好做法是至少额外生产2名斥候,它们很快就能自行找到自由城市。 此特性的真正威力在于将【集结封臣】的冷却时间缩短一半,但要使其生效,你需要【大量投入】秩序技能树来强化它。在上述强化下,你可以非常频繁地发动你的【暴民十字军】,效果会相当惊人。 混沌传说

Chaos lore empire development is considered extremely valuable and synergistic, and I strongly recommend dipping into it early somehow. Picking up its social traits is a great way to do it, and this alone increases the value of each perk significantly. I recommend a strong investment into chaos if you either want to be evil or don't mind becoming such, first 7 perks benefit basically every single plausible empire, and a relatively small investment will net you all of them by turn 80 Prolific swarmers Cities require -10% food for gaining new population Tier 1 units have a +1 rank Non-magic origins unit upkeep is 20% smaller Starts with an extra t1 unit The S tier generalist perk! If you don't know what to pick, pick up this one! Lower food requirements should translate to about 4-5 extra pops by endgame, which is massive. Also, it will lower the cost of imperium rushing your pops, which is beneficial in the early game early game will be easier with extra rank on your units, and lower upkeep on your troops offer easily thousands of coins saved during the entirety of the game In case it's not enough, this perk synergies further with chaos, order and nature lore users. Chaos has a variety of ways, to gain tier 1 units, and will commonly have extra stacks of mobs that benefit from extra medals, and lowering of the upkeep. Order will often have to recruit lower tier units via rally the lieges mechanic Nature players will often rely on semi-random summonings of animals, a significant part of which is tier 1, particularly important are goretusk piglets, which evolve to tier 3 powerful goretusk matriarch, and 1 extra rank helps with that significantly! There are also elemental summoning spells scattered between tomes, that also evolve, and like piglets, they benefit from extra rank in that process. Generally speaking there simply isn't a scenario when prolific swarmers is not a beneficial perk to have. Ritual cannibals units gain corps eating ability ( free action, 1 turn cooldown, consumes corpse for 15 temporary hit points) -10 alignment The nearest city-owned gains +3 mana and +3 food per tier of non-magic units killed or lost after successful combat. This perk is very good, and if you struggle with combat I would highly recommend picking it up, to make fights significantly easier. The alignment bonus is nice and all, but evil alignment is very easy to gain, so it's not particularly valuable. Corps eating on the other hand is amazing. Offers your units a great way to sustain themself, overall lowering your casualties significantly While yield boosts don't look like that much, it's actually quite a significant and valuable bonus. You always find some use for mana, and any bonus to food is great. It can be difficult to properly calculate how much you gain from it, and of course, it will differ from moment to moment, but it will be around 3000+ mana and food conservatively during the whole game which is quite a lot. Ruthless raiders nearest city gains +3 gold and draft per tier of units killed after successful combat -10 alignment Get 2 random hero items Ritual cannibals small runt of a brother. Avoid! It's good only for roleplaying Attilla the Hun. instead of healing u got 2 random hero items, instead of food which is always useful you get draft which is considerably less valuable, and will quite often end up converted into food with a -75% loss Gold is significantly easier to come by than mana, and for is less valuable in most situations on top of that those 2 hero random are truly random. I rolled a couple of times, and once I managed to get a nightmare mount, and tier 2 shield. which means you can be screwed by randomizers really really bad. Chosen destroyers Pantheon unlock Razing cities grants permanent +40 gold +20 mana and +20 knowledge income can not obtain new cities and conquered cities can only be razed suffer -300 relation with free cities and empires This perk removes a "challenge" from the one-city challenge! If you wanted to try a hyper-aggressive playstyle this is a perk for you, note however that having only one city will be more and more punishing the longer game takes, and you are also incapable of claiming magic victory. I would advise you to take steps to secure early food production, to make your throne city as massive as you can. Cannibals is an obvious combo choice. Also replacing alignment province upgrades(seed, root, heart of magic) is a pain, but it is possible! you need to replace it with any basic province upgrade, and then you special ones will unlock again. Astral Lore

星界系的第一个专长对非法师派系的领主极为有益,能提升他们的施法点数上限;第二个专长也能大幅加快 tome 的研究速度。后续的专长虽有一定价值,但不值得额外投入精力去获取。 远古智者 当解锁一本 tome 时,该 tome 中的一个随机技能研究知识消耗减少 60% 初始时额外完成 1 点知识研究 这无疑是一个强大的通用专长,但与直觉相反的是,它对不专注于暗影系和星界系的领主最有价值。原因在于,暗影系和星界系本身就有许多其他知识加成,这使得该专长要么作用不大,要么完全多余。 从理论上讲,它看似非常出色,是魔法胜利的必备专长。实际上,我在没有这个 perk 的情况下,很轻松地在第72回合就达成了魔法胜利。说实话,在那种速攻中,知识是我最不担心的问题。你需要一定的经济基础来做好防御准备,既要应对自然生成的敌人,也要防备那些会向你宣战的玩家。 天赋施法者 10点战斗施法点数 10点世界施法点数 战斗法术施法消耗减少20点法力 开局时额外研究一个法术 这是一个非常强大的通用 perk,对非法师神选者尤其有价值。额外的研究起步优势总是好的,额外的施法点数对法师神选者来说没什么用,但对其他类型的神选者来说非常有价值。但减少20%的消耗是一个极佳的可扩展增益,它在整个游戏过程中都保持实用性,甚至在后期阶段会变得更加有用,让你能更频繁地施放法术。 魔力引导者 召唤法术消耗的魔力减少50% 魔法源单位等级+1 初始额外获得一个魔法源单位 这是个平庸的特性。召唤法术真正的惩罚性代价在于维护费用!不过,如果你致力于速攻战术,它可能会非常强大。 一种选择是狂热者之书。这是一种独特的召唤物,因为它的维护费用以金币支付,这会大幅增加你的魔力消耗。很快你就能集结一支相当规模的十字军队伍。 另一种可行策略是选择任何元素学派的书籍。小型元素生物进化速度更快,额外提升一个等级,它们的进化形态相当强大。你可以相对稳定地将廉价的幼年元素生物转化为成年形态,尤其是当你的英雄拥有经验领袖特质时。 魔力成瘾者 万神殿解锁 【所有单位获得魔力成瘾特性:若战斗中施放了法术,则获得1回合的生活方式加成;若在其回合内未施放法术,则士气-5】 【战斗法师单位和支援单位等级+1】 【初始额外获得一个战斗法师单位或支援单位】 这是所有神选者都极为强大的特质。 生命偷取能显著提升你单位的生存能力。在大多数情况下,士气完全可以忽略不计,因为战斗很少会持续超过3个回合,所以低士气不太可能对你产生任何影响。 但要注意,不能因为大多数情况下是安全的,就忘记它可能会让你陷入困境。我个人就曾输掉一场本该获胜的战斗,原因是在决定性的攻城战开始时,我使用了许多昂贵的法术,结果在第3回合后就缺乏法力继续施法了。因此,我的部队开始失误,造成的伤害减少,战斗被拖延,最终溃败逃跑。从我的错误中吸取教训,准备一些低成本的法术以防万一,这对你会很有帮助。 自然系法术

Truly game-changing stuff is at the end of nature branch, the beginning of it, however, is nowhere near as impressive. Quicker city founding with an extra pop, and increasing average food gain of a city by 20 is very nice of course to have, but probably not worth early focus. Adept settlers 1 city cap Founding cities cost -25 imperium Newly founded cities gain +1 pop throne city starts with +1 pop S Tier generalist perk It will save you anything between 200 to 1000 imperium depending on how you count. The city cap bonus is inherent, and not research unlock, meaning you can get the fifth city to your cap for a mere 200 imperium and not 500 like all the other godir. The only downside of this perk can show itself when you play on a very small, or crowded map, where it may be difficult to find enough space to establish a fourth and fifth city. Thankfully natural city-states and other players can be... "evicted" if need be :D expirienced seafarers fisheries yield +2 gold +2 food +2 draft naval units cost -25% resources naval units cost +2 rank Start with basic seafaring (your units can embark on water, extra 50 imperium) If you plan to play on the coast or island realm, this trait will be S tier. if not it's utter useless trash. fisheries are basically a farm that you build on water providing 5 food per turn. With this perk, it will provide 11 resources per turn. the fourth upgrade in the nature empire development branch will provide another 2 food per fishery, raising the total to 13 resources per turn And finally, if you gonna have 4+ fisheries(which on a coast or island map you very likely will) you will most likely build a seafarers guild, that will grant an extra 12 resources. After all of this one tile of the fishery will provide you with 25 resources per turn, a feat hard to pull off even by the most profitable special provinces. Ship units when discounted and upgraded can also become very useful, they are fast, which makes them perfect for catching enemy stacks off-guard, and will be perfectly capable to clear even the toughest natural camps, saving your heroes and armies some time. Fabled hunters gain 100% resources from clearing and infestation, ancient wonder or resource node ranged unit and skirmisher units have +1 rank Gain extra archer units at the start of the game Great cookie-cutter trait. you will easily gain more than 6000 extra resources during the course of a typical game, While somewhat unreliable which yields you gonna get, those are very srs numbers, and on top of that a lot of it is frontloaded, allowing you to jumpstart your economy in capable hands archers are the most overpowered kind of units in the game. 4 most notable synergies are with tomes of winds (materium tier 2), inquisition (order tier 2) and glades (nature tier 2) all of which have a powerful ranged unit that will serve you well till the end of the game. The fourth one is a barbarian culture because it has 2 units that benefit from it (sunderer and fury) Synergy becomes stronger if Barbs picked the mount body trait, (especially spider) because it will possess a unique mounted archer unit that will benefit from extra rank Talented collectors pantheon unlock Cities gain +5 gold, mana, knowledge, food, production and draft for each magic material in their domain Start with magical material nearby an above-average perk The average game will take around 100 turns, meaning you will get 3000 extra resources from your capital city alone. It's not uncommon to have 2 resources naturally per city, improving your theoretical yield to a whopping 15000. and that's not all. Your outposts will also gain +5 mana, gold and knowledge for your imperium extra for all resources you claim by them. I tend to have each game a 3-5 resource outpost making this bonus quite substantial as well. So conservative theoretical gain should land somewhere between 10 and 15k per game, and it is realistic to reach even 20k. those gains while sneaky are MASSIVE, and as a cherry on top, magical material also will provide you with some extra resources, and will provide you with its bonuses, and will make collecting sets easier. the only downside of this perk is the fact that is extremely passive, it does not provide truly interesting bonuses, and some of those yields are bound to be wasted on resources you neither want nor need. Lore of Materium

Every single empire should aim to have the first rank of materium development as fast as you possibly can for smoother expansion, and improved dungeoning and logistics in mid to endgame. I recommend also rushing for rank 4. The breastplate of a champion is an excellent item for a hero that deals with physical dmg, turning it from mere champion to the god of war. Great builders Quarries yield +2 gold special province improvements cost -50 production capital city start with a workshop and stonewalls Below average perk Realistically you will gain below 3000 gold over the course of your conquest which pales in comparison to bonuses other perks provide special province speed-up is substantial both in early and endgame scenarios, but will shave off 3-4 turns max per city. not really earth-shattering. 3 extra building in the capital represents the most substantive savings, of about 10 turns, 500 gold (possibly more if you planned to rush it) It's definitely good enough to pick it if you like it, but most other perks provide bonuses that will be more beneficial to you. Runesmiths unit enchantment research cost -30% knowledge unit enchantment cost -30% upkeep Shield units and polearm units have +1 rank Start with an extra shield or polearm unit Easy A tier for generalist Every lore uses enchantments to some extent, and this perk can shave 500 mana per turn in the endgame. even in the early game savings can be substantive and can grant you the liberty to spam combat spells much more than you otherwise would. it's not unrealistic for this perk, to save you over 10k mana during the course of a whole game. enchantments are very often kingpins of their tomes, and you always want to research them, meaning your research savings will be realized as well. Wonder architects Ancient wonders do not require pop in order to be annexed Cities gain +20% production per annexed ancient wonders starts with 1 nearby ancient wonder cleared close to throne city And yet another S tier! It's one of 3 perks, that offer extra imperium (+5 from ancient Wonder basically immediately). % buffs are very rare and 20% is massive. I tend to focus on my throne city development, and in most of my games, I tend to finish all construction by about turn 85. With wonder architects, I finished building all structures and most special provinces by turn 56, amoust 30 turn improvement. the somewhat subtle gain of extra pop u no longer need to sacrifice for annexation can be surprisingly strong. The best part however lies with annexing far-away wonders. Usually, you need to build an outpost for 2 turns and 50 gold, then wait for 3 turns and spend 100 gold for work camp. now let us analyze how it looks for owners of this perk. Because this is a materium lore perk, you will naturally quickly unlock the first empire materium upgrade, and Outposts cost you only 25 gold and they are built in only 1 turn. And here is the kicker, you can annex Wonder immediately after the outpost builds for free, without the need for a work camp. It is realistic for you, to build an outpost while you approach wonder, and annex it the same turn you clear it, smoothing the whole process by an incredible margin, and allowing you to enjoy its many benefits, immediately. and on top of that, you do not lose the ability to build workcamp and claim extra gold main, mana nodes, or rare resources that are within range. It's unbelievable how much this perk smooths gameplay perfectionist artisans Pantheon unlock City structures cost 100% more production but ran +1 stability and +5 gold in addition to normal effects units tier 3 have plus +1 rank city cap is decreased by 2 Start with an extra t3 unit very interesting challenge perk, that changes battlements into goldmines. Bonuses are massive, early tier 3 will help you in the first 20 turns immensely, t3 are also the workhorse of mid to endgame, and an extra medal on them is a huge buff. debuffs, however, are also huge, a basic workshop takes 10 turns to build instead of 5, and the city cap limit will probably hurt you in the long run. It's important to note, that the city cap is lowered and not blocked like for chosen destroyers, you can still increase it by imperium like everyone else. This perk has strong and obvious synergies with other materium perk architects of wonders, which will offset increased building costs, and help out with getting imperium for improving your cap. Another option is amazing settlers from nature, which will help you more with imperium and city cap, with no production benefit, however. Lore of Shadows

虽然暗影学识能为专精帝国提供强大加成,但对大多数帝国来说增益甚微。不过,该分支的第一个特性或许是整个特性树系统中最强力的,能让你在游戏过程中轻松获得10000+知识值,这很可能超过你的王座城在整个游戏中的知识产量。获取首个 perk(专长)的一个极其简单且毫不费力的方法就是直接拾取“邪恶后裔”,我强烈建议你这么做。 强力唤魔师 - 战斗法师单位和支援单位等级+1 - 战斗法师单位和支援单位在战斗开始时提供+5战斗施法点数 - 额外获得一个战斗法师单位或支援单位 垃圾级别 从技术上讲,非法师类型的歌蒂尔可能需要额外的战斗施法点数,但即便他们想使用,也很可能无法做到,因为受到魔法值经济的限制。 所有对战斗法师和支援单位有提升的特性,都能提供更好的加成。【邪恶后裔】 - 你的城市每级负面阵营额外获得+10征兵值 - 你的帝国每级负面阵营获得+5帝国值 - 达到纯邪恶阵营时,所有招募的单位获得+1等级 - 冲击单位和盾卫单位获得+等级 - 初始额外获得一个冲击单位或盾卫单位 和所有提供帝国值的特性一样,这是S级别的特性。在奇迹时代中,成为邪恶阵营非常容易且实际上相当有利,通过掠夺一个玩家并摧毁其城市就能达成纯邪恶阵营。所有单位+1等级是巨大的优势。这个出色特性组合中唯一的不足是额外的征兵值,这是目前最薄弱的收益。不过既然你无论如何都会拥有它,那么你可以跳过建造军械库、改善整体城市经济以及建筑序列安排。 确实,做个坏人也挺好的! 影行者 城市和省份拥有+2视野范围 侦察单位拥有通用伪装 前哨站初始带有瞭望塔 游戏开始时【寻路者】附魔已激活且无维护费用 初始额外获得一个侦察单位 低于平均水平 在虚空环境中,这个 perk 很棒,其所有加成都有很多用途。但它并非处于虚空环境中,需要与那些提供 3000+ 产量加成的 perk 进行比较。免费的瞭望塔和斥候根本无法与之抗衡。 巧舌如簧 万神殿解锁 神谕消耗减少50%(友谊和敌对) 与自由城市的贸易协议无需消耗资源 额外获得一个斥候单位 初始即已研究外交焦点(额外的低语石,节省100帝国值) 遗憾的是,这个比暗影行者更出色的版本仍然不算太强。除了额外的斥候外,研究低语石还能节省100帝国值(可以说节省的远不止这些,因为它让你在一个非常繁忙的支出时期不用花费帝国值)。 有可能——尽管可能性极低——将所有节省的资源累积到每局游戏约3000,使其大致与其他大多数 perk 处于同一水平。不过,这需要领域内的一些合作,以及其他非玩家角色(NPC)不会夺走你的封臣。 我很喜欢用这个特性进行角色扮演游戏,扮演暗影秩序混合外交焦点的角色,但毫无疑问,我本可以选择其他一些特性,并获得更大的收益。 Godir

最后,你可以创建属于自己的化身。朋友,你想成为怎样的神选者? 简单来说:巫师之王更实用,但冠军也相差不远。实际使用中最大的区别在于施法池较小。如果你想玩冠军,完全可以放心选择,这是完全可行的。 冠军: - 所有城市额外获得20点稳定度 - 所有城市获得10%金币收入加成 - 所有非英雄单位获得20%经验值加成 - 与自由城市初始关系+100 额外的稳定度会很有帮助,但通常来说,你会有其他方法来应对稳定度问题。主要区别在于顺序安排,让你可以稍微优先发展经济而非稳定。 经验值加成实际上非常不错,因为它不仅对文化单位有效,还能帮助T5、T4以及所有进化单位。 黄金收入总是好的,而基于百分比的基础 buff 既稀有又强大。 +100 关系值几乎没用,它不会对你的外交产生任何实际影响,敌对势力仍会敌对,和平势力也依旧和平。 【巫师之王】 所有城市获得 +10% 魔力收入 每提升1级统治者等级,获得 +5 施法点数 巫师之王在战斗中拥有超载能力,允许他们在一回合内施放2个法术,每场战斗限用一次。魔力通常比金币稀有。 你应该在第50回合左右达到10级,这可能意味着你的施法点数会翻倍。 过载施法可以有效使用,但要记住你的统治者需要实际出现在战场上。 后记 希望我的指南对你有帮助! 我计划为《奇迹时代》撰写其他几篇指南。 保重,记住,香料必须流动!

2026-02-20 07:00:18 发布在
奇迹时代4
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