Hello!
I don't know if this is the right forum, it's not a guide but rather a request for a guide.
There are two main quests: "Vocational training" and "Leadership training" that requires you to, respectively:
"Invest at least 11 Codex(s) into a single geologist" and "Invest at least 6 Codex(s) into a single general"
Are there any good guides or suggestions that fit this for any geo or gen without being wasteful?
My thougts below:
The main drawback is that there is to much "gap" between codex skills so if you need to focus on codex it seems like you have to take things that don't work together and not take tomes that does work.
For geo:
1. Charmed geologist:
He specialise in iron and salpeter so it has some potential. The best I can get is:
___
|100|
|013| Codex
|033|
|030| Tome
|003|
|233|Manuscript
|3X3|
So first two rows, just fill up to get to the next level. Then row 3 you take 3 "Two iron in one" followed by 3 "Tendentious geologist". Then the rest needs to be codex. 3 "Iron mining surplus", 3 "Ore collector" and 1 "Lucky find" are easy. Lucky find could be replaced by any other row 7 but I think it's the best for at least one geo. But that means you waste 4 codex on completely useless traits. I gues that's an ok price, but are there any better geo builds out there?
For gen:
I'm really not great at designing gens, but for a main I prefer to skill up "first aid" and "juggernaut" most times. Maybe sprint is better, but I feel that it doesn't change the outcome, it only saves some time (but I'm patient ). With codex in general I feel it's very hard. I have never seen much use of "Confident leader", have I misunderstood it? Feels extremely situational. So if you're gonna max codex you kind of only have 4 skills to choose from: "Cleave", "Weekly maintenance", "Garrison annex" and one of the top ones.
For Ghost gen I have considered the following:
_____
|1000| Codex
|3020|
|0320| Tome
|0230|
|0230| Manuscript
I skip out on sprint because if I play single then the time to wait is ok, I can just move other gens or jump back to main while waiting. "First aid" and "Juggernaut" plays to her strength a bit more, esp. first aid. "Overrun" I'm not so sure about, maybe better to make a ranged version with marksman? "Hostile takeover" is always nice to get some extra troops "for free", especially with a main who you expect to win every fight. "Navigation crash course" feels wasteful when she already gets there in 10 mins, 3 books to get down to 5,5 mins? That's like 1 minute per book. Maybe worth it if you play lots of multiplayer. "Battle frenzy" is super nice in general, and for ghost even more so with the extra hp meaning her troops survives more rounds -> more + to damage. "Fast learner" is always nice since one of the main goals of doing adventures is to get xp. "Just a flesh wound" feels very wasteful when she has a free 1-up and naturally 1 hour revive, is it worth it to get it down to half an hour? In this build no since it's goes against the plan to survive most fights. But then comes the codex: "Cleave" I thought could be good cause the extra hp is even stronger when you use elites. But I'm just lvl 54 and just started to get elites so I'm not sure. "Garrison annex" is just a "why not?" but with a built in lvl 3 of that skill already I don't know, the percentage increase is not huge: 215->225.
Does anyone have other/better suggestions for geologist and general builds that lets you pass these main quests with minimal waste?