Probably the BEST National Spirits Age 2 Explained | Millenia | Guide

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ChaosMole explains what the National Spirits do where their strength lies and which ones are good and..well not so great!
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Пікірлер: 8

  • @DrZaius3141
    @DrZaius31412 ай бұрын

    I am amazed that there are many people playing this game that haven't yet realized how OP Mound Builders are. There is a lot of "free" food (and sanitation, and education, etc) in the game via buildings, but it's balanced so you need improvements of all kinds to actually keep up. Not only do Mound Builders save A LOT on those improvements (no need for farms, kitchens, whatever) they also expand a lot faster, making room for the other improvements. Mound Builders in an area with tons of forest are on a whole different level, because you can pop a new city, drop an outpost surrounded with 6 forests, integrate it and have a region with 12 production and 0 food needs. This means you can focus on anything you want.

  • @johnhobbes2268
    @johnhobbes22682 ай бұрын

    Wild hunters are currently the strongest non military civic. Their culture boost from innovation is Nutts. But even better is that they can produce enough food and improvement points on its own. This allows you for the most op combo with the age of heroes. You can build poets that produce knowledge without having any paper. So every pop can produce 1 knowledge. Which is 3 times your normal value for that age.

  • @JamesMichaelDoyle
    @JamesMichaelDoyle2 ай бұрын

    you ignored more than half of the good stuff from the warriors. passive xp from guarding? that means your troops in cities will max level, and your troops out and fighting will always be gaining exp, either from fighting or camping for health. also their full heal doesnt cut the exp/levels in half, like reinforcement does. also all units get more defence while guarding. thats throughout the game.

  • @jacqueschurchill5284
    @jacqueschurchill52842 ай бұрын

    I'm not really agree for the naturalist stuff, i don't think it's the better option, but the reduction of influence of forest is nice, and the +1food is really good early on (+the innovation with the habitation on forest and you are good to go until 10pop with super productive forest), wich become eaven more insane with the +0.5 culture. It make a really smooth and "strong economy" early to mid, allowing you to save some improvement point for better thing like stonework with an outpost for "free" stone or some sanitation improvement (wich is really expensive early on, even more if you build sawmill/farming stuff). x3 defense can be the emergency buttom on a early agressive player nearby. That's being say, it fall off quickly and become useless in late game, even pathfinders isn't that great, but having better start have a conciderable impact in my mind. There is ofc better things like wild hunter, but wild hunter you need to have alot of animal stuff and the good innovation for this to be insane from the strat to the end(and it's like 1/10 game? Or less?). But there is way more forest than animals, so i feel like naturalist is an "easy pick" on a forest spawn. Mound builders is insane, but it's the opposite of naturalist, it's long for them to become insane, but late game it's awesome. + Super great vid, i'm waiting with impatience your opinion on the rest of the decision we make in this game. Cya + Sorry, engllish is not my native language

  • @KingOskar4
    @KingOskar42 ай бұрын

    I enjoyed this video😊... It is odd😮 to call The Olympians as "The Gambler's choice", but after your explanation, I get it❤.

  • @midnightfox6378
    @midnightfox63782 ай бұрын

    Florry said always get Mound Builders

  • @johnhobbes2268
    @johnhobbes22682 ай бұрын

    Shells are useless. A utility ship has an upkeep cost of 2 and they harvest worth something worth 3 gold.

  • @alatamore

    @alatamore

    2 ай бұрын

    And barbs show up and kill them. The barbarians are insane in the game right now, and those utility ships are impossible to protect effectively.

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