Good to know, not be using this skills that often then.
Good to know, not be using this skills that often then.
Have fun!
Starting to appreciate the First Aid skill...
Whilst my initial thoughts are that it's not so important as troop production is fast enough with Skunks, Recruit Guides and L6 barracks, it is effectively the same end result as having a skill that makes combat troops have less losses. So lose less troops with a good combat skill, or have them refunded after the battle has the same result... less losses (guaranteed!) and only manuscripts too.
On the same issue, does the "rule" that you only get credit for the leader XP rather than for all villages that die with it, extend to other skills such as Hostile Take Over. Do you only get the mercenary R based on the XP from the leader village or also from the other villages that die with the leader?
Hostile Takeover
When this army wins a battle, gain 1 Recruit mercenary * for every 600/300/200 XP worth of enemies defeated.
hmmmm interesting. Not 100% sure as they are enemies defeated but they weren't in the battle. Have to test this if you wanna use that skill.
My thought is that recruits train fast so you are prolly better using the books on other skills.
Have fun!
Yeah, that had been my thought as well but another guild member who has it skilled mentioned that a lot of R had been put into the star. Just thought I would check out the methodology for it as you never know where something may be hidden.
It appears that the Hostile Takeover is somewhat better than First Aid at telling you the number of troops recovered or gained.
I'd like to point out some things I don't necessarily agree with especially for MG:
You put 2 books on
Unstoppable Charge
Increases the maximum attack damage of your swift units by 1/2/3 and their attacks have a 33/66/100% chance of dealing splash damage.
This effects cavalry, knights and mounted marksmen.
Cav gain 10/20/30% and splash damage which is significant but:
- nobody over lvl 58 really cares about cavalry
- cav have such a weak hit they are already kind of splash damage anyway, you need 12-24 to kill one elite soldier
Knights gain about 2-3-5% and splash damage. The AD gain is very small, splash might make a difference against the weakest ali enemies but:
- I use way fewer knights after the CoA gens arrived, I mostly use them on Anslem
- MM on Vargus are way better, I don't think I'll ever use Kn on vargus
Mounted Marksmen gain 1-2-3% AD, they already deal splash damage
- Not nearly enough to be worth the books IMNSHO
I will definitely choose 3/3 on First Aid instead of one of the books you put on Unstoppable Charge. The other one I'd prefer to have on either navigation (for even faster back-to-back adventures during events) or Fast Learner for the xp (but I understand why OP didn't get this).
The other interesting thing I'd like to point out is the difference on codex tier one between evilj and OP at least for main attack gens.
Only 2/3 on garrison annex is the wrong choice, the effect for cannoneers and besiegers of choosing garrison annex or weekly maintenance is the same. For other units only garrison annex helps (more MM is very nice).
Evilj is the king of tight blocks so he chose 2/3 on confident leader. I suspect not having this might break some new blocks he makes in the future but I can live with that,I prefer blocks where only the leader camp rainbows.
Personally I think I'll go 3/3 on garrison annex and one each on the other two. Cleave is of course nonsense.