independent
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| independent [2020/06/18 15:02] – created cactusowl | independent [2021/09/24 18:15] (current) – removed naaira | ||
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| - | Independent troops (sometimes called Indies) are generic unit types that occupy most of the map at the beginning of the game. | ||
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| - | Most are generic humans (such as ??Light Infantry?? or ??Heavy Cavalry??) along with some commanders (such as the generic ?? | ||
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| - | These same unit types can (generally) be recruited from a province. For instance, once you conquer the above province, you can recruit ?? | ||
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| - | Furthermore, | ||
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| - | ==== Strategy ==== | ||
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| - | Generally, indies are not as efficient as national troops, and you won't recruit many. There are some exceptions, though. | ||
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| - | **Scouts**: Indie ??Scout??s can do almost all the things your national scouts can, without taking up fort turns. | ||
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| - | **Mage diversity**: | ||
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| - | These mages are generally not as efficient as national mages. But they can be very worth recruiting if they provide access to capabilities you otherwise would not have. | ||
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| - | **The rare useful indies**: Some indie troops are actually worth recruiting. Notable among these are ?? | ||
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| - | **Rare mages**: Some magic sites provide access to efficient, high-end mages -- for instance, ??Sage?? or ??Adept of the Iron Order??. These are technically indies (since they are not part of your national roster), but are really in a class of their own; almost all of them are worth recruiting. | ||
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| - | When expanding, it is useful to prioritize provinces containing poptypes that will give you access to mages you want. For instance, ??Shaman??s are very useful on nations that do not have astral access or high nature access. Since they are in provinces defended by ??Lizard Warrior??s, if you are one of those nations, you may want to make sure you get to a lizard province first to get ??Shaman?? access. | ||
independent.1592492523.txt.gz · Last modified: by cactusowl
