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Dev Diary #44 - Archon Prophecy: The Architects (Part 2)

Welcome back, Godir and curious Mortals alike. I am Thomas Schuiten, Senior Designer at Triumph studios and today we continue our look at the Architect Culture, in particular their units and how they can be used in combat!

Architect Units​

The Architect units each have a slight twist on their role, providing off-role utility that gives them unique uses.
In addition these units often gain additional benefits from Affinity Incarnate, meaning they remain relevant into the late game as long as enough Monuments are built.

IntroArchitectImage.png


Architect units adapt based on the Dominant Affinity of the Empire, both visually and in their damage type.

Their units adapt their (non-physical) damage type to their Dominant Affinity (highest empire Affinity), letting you lean in to builds that make extended use of specific damage types (such as going full Astral lightning and inflicting lots of lightning weakness!)

Aesthetically each Architect unit wields an enchanted item I will refer to as their artisan item, these represent the ancient craftsmanship and enchantment techniques that the Architect still use to great effect.

Unit Line Up​

Surveyor​

SurveyorT1NatureCropped.png


Architect cultures seek Wonderstone to build their Monuments, the Surveyor is vital to this goal as they scout the map for Magic Materials and Survey those provinces to give an early supply of the valuable Wonderstone.

They do this through the Survey Materials ability, this functions similar to the Industrious Culture’s Prospecting - find provinces containing Magic Materials and click on the pin when in the province to start Surveying.

Surveyors do not require mounts to rapidly scout the map, their artisan item being greaves enhanced with an uncanny speed. This is not the only oddity of this scout unit however, unlike other scouts who wield bows or crossbows as their ranged weapons, Surveyors use bolts like a Battlemage would. The damage type of these bolts is dependent on the Dominant Affinity of the Empire. Thus if your highest affinity is Chaos, they will deal fire damage, while if your empire is predominantly Materium, your Surveyors will throw Steel Bolts inflicting physical damage instead!

I would advise any Architect empire to recruit an additional Surveyor or two early in the game, to locate settlement locations and secure your income of Wonderstone early.

Cultivator​

CultivatorT1Cropped.png


The Cultivator is a core unit to Architect cultures, a tier 1 Support unit that links to a friendly unit to empower them during the battle.

Being only the second Tier 1 support in the game (the other being the Lithorine Core from Giant Kings) and the first cultural Tier 1 support, the Cultivator is in a unique position of availability and ubiquity compared to other cultures’ support units, especially in the early game.

The main purpose of the Cultivator is to provide Affinity Incarnate, This is done through their primary ability which links to the target friendly unit and grants them stacks of Affinity Incarnate, the type of Affinity Incarnate given depends on the culture’s Dominant Affinity. (Thus if we have a predominantly Chaos Affinity empire, this link will provide Chaos Incarnate)

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In addition this link gives a weak, but steady source of healing each turn, and perhaps more notably, grants a dispel of a single negative status effect each turn. Insulating the cultivator’s target from the limited debuffs.

The primary attack of the Cultivator inflicts status effect weakness, setting the target up for inflicting burning, electrified, frozen or other powerful status effects you may seek to build into.

The Cultivator combines extremely well with units that are expected to take hits, one such unit is next on the list; The Earthbreaker!

Earthbreaker​


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The Earthbreaker forms the frontline of many early game Architect armies, a tough Tier 1 shock unit that can provide disruption with a decent chance to survive the encounter.

The Earthbreaker has a Sweeping Charge attack, letting it disrupt defensive formations and effectively fight a more numerous foe. After using this charge, the Earthbreaker enters Defense Mode which greatly boosts its survivability against anything but a dedicated countercharge.

Additionally, the Earthbreaker gains more survivability into the late game thanks to its passive: Incarnate Fortitude, this grants it additional Max HP for each stack of Affinity Incarnate on this unit. One might see why the Earthbreaker is an excellent partner for the Cultivator to link with!

This survivability and AoE utility comes at a cost, the Earthbreaker deals significantly less damage than other Shock units do, and the secondary targets of its Sweeping Charge take only 20% of that damage. This means that an Architect Culture will need to seek out effective damage dealers early on, either in their Tier 2 units or through Tomes.

Shademaker​


ShademakerT2Nature.png


The Shademaker is a powerful Tier 2 Ranged damage dealer, using their Titanbows they bring down any monster that would threaten the Architect’s projects.

Uniquely the Shademaker’s Titanbow has Giantslayer, letting them deal with the largest targets and partially fulfil the role of a polearm for the Architects. In addition, half the damage type of their primary attack is determined by the Dominant Affinity, thus should you be an Astral focused ruler who inflicts lots of lightning weakness, the Shademaker will play into this naturally.

The Shademaker also has a powerful means of subduing attackers in the Incarnate Shot, an AoE ranged attack that gains a chance to inflict Weakened for every stack of Affinity Incarnate the Shademaker has.

IncarnateShotStill.png


Shademakers function as the culture’s primary damage dealers while providing a way to soften the impact of massed enemies and thin their numbers through Incarnate Shot. They are soft targets once engaged in melee however, so keep the enemy disrupted with your Earthbreakers, and ensure you bring a frontline that can take a hit such as our next unit; The Guardian.


Guardian​


GuardianT2ShadowCropped.PNG


The Guardian will be your anvil, while Earthbreakers provide disruption, this Tier 2 Shield unit provides the tough frontline brawlers for the Architect culture. Designed to be tough above all else while withering away at adjacent enemies and leaving them vulnerable to their allies’ strikes.

The Guardian’s basic attack does low damage for a Tier 2 shield unit, but it has access to First Strike, letting it weaken any incoming attackers before they strike them.

Their relatively low attack damage is offset by two powerful passive effects however, the first is Incarnate Disruption, which reduces the Damage Resistance of adjacent enemy units per stack of affinity Incarnate the Guardian has.
The Damage Resistance reduced is based on the stacks of Affinity Incarnate, thus should the Guardian have one each of Astral Incarnate and Chaos Incarnate, adjacent enemies will suffer -1 Lightning and -1 Fire Resistance.

The second is Incarnate Retaliation, forcing attackers to take damage based on the stacks of Affinity Incarnate on the Guardian. This damage may not seem like a lot, but it can quickly escalate to significantly more painful numbers, especially with some assistance from the Cultivator.

Architect​


ArchitectT3ShadowCropped.png


And now for the Tier 3, often the defining unit of a culture, the Architect is a Tier 3 Support unit, however it fills a very different role to its Tier 1 Colleague.

The Architect is a simple but powerful support capable of providing distraction and damage through their Conjure Affinity Tesseract ability, which lets them summon a stationary structure in combat that flings magic damage towards the enemy and provides an alternate target. Clever Architects may even conjure the Tesseract in chokepoints to buy time for their ranged units to do the damage, or protect vulnerable support elements.
The Damage type of the Tesseract is based on the Dominant Affinity.

But what makes the Architect a true powerhouse of a Tier 3 Support is Incarnate Restoration, an immensely powerful heal that scales even harder as their empire builds more Monuments and gains more Affinity Incarnate. This ability quickly becomes the most powerful single target heal available, making Architects an excellent support for powerful Dragon or Giant Rulers, or any other linchpin unit with a healthy pool of HP.

Lastly should those abilities be unavailable, its basic blast attack gives it a decent way to contribute to the fight still, inflicting Sundered Resistance and Defense.

While the Architects are not a particularly cavalry focused culture, both the Architect and Cultivator may optionally have mounts should you choose to bring any mount traits. This gives you access to quite capable and extremely mobile support units.

Research​

The Architect culture like all cultures has three Research skills available to it:

Incarnate Mark is a unit enchantment that lets non-culture units benefit from Affinity Incarnate as provided by the Monuments.

LightSpirit.png


Conjure Elemental is a tactical summon spell that lets you summon a lesser elemental spirit based on your Dominant Affinity. So if your empire prefers Order, this handy spell may grant you the new Lesser Light Spirit to provide additional support. While if you wish to fill the gaps of your damage better perhaps Chaos’ Lesser Magma Spirit would be of greater use.

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Resilient Incarnation is a tactical buff spell, letting you significantly increase the Defense and Resistance of a vulnerable formation of friendly units. Units in the 1-hex AoE gain Resistance and Defense, that increases with each stack of Affinity Incarnate they have.

ArchitectNatureRulerV2.png


I hope this proved to be an interesting insight into the new Architect Culture and what they can do, they should prove a very flexible culture that supports a wide array of builds and playstyles, with a focus on the late game. I look forward to seeing what you make of it when the long wait is over and Archon Prophecy releases!


You could rely on prophecies to get your news...or you could just follow us:
 
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Triumph team, I appreciate all the work and effort being put into this game. I've had some disagreements in the past, hoping for more strategic complexity with expanded class choices and units, but cultures are becoming more diverse and mechanically different over time. There are improvements in certain directions, so humor me if I critique the units of this culture at the moment.

Architects is an interesting idea for a culture, emphasis on essentially buildings and magic. Greco-roman history is rife with powerful architectural designs, battles, philosophy, and hero worship. But this culture seems too similiar to high culture's current focus on mage/support units, and the earthbreaker is a jarring contrast to what should be celestial builders with Greco-roman aesthetics. They seem more suitable to industrious, primal, or barbarian subcultures, and there could be cavalry, skirmisher, or mage alternative units instead.

I offer these critiques because I enjoy this game and want to continue to enjoy this game and spend more money on it without hesitation. But I can't help but notice incoherences that could interfere with my immersion. I raise them to the forum's attention when I see them.
 
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Affinity Incarnate grants +1 Damage per stack. So if you have 4 Astral Incarnate, assuming you have Incarnate Mark active, all of your Units will get +4 Lightning Damage per attack.
I'm aware. And I don't disagree that it can be significant amount of damage. I am concerned, however, that for Architects only the cultural units interact with Incarnate mechanics in any way other than damage, which significantly limits the potential of non-culture units in army. I've always been of the opinion that cultural battle affinities work best when they present a non-mandatory but significant minigame within the game. Gold standard in that is for me Awakening of High units: the strategizing around army composition, timing, weaving the buffs to keep the effects on critical units as long as possible, etc. You can comfortably win without perfectly optimizing those, but it's a satisfying puzzle. And it's a puzzle that every unit can contribute to, because almost every unit type has its unique Awakening buffs. Architects, meanwhile, only give non-cultural units passive stacks of +damage. Any interactivity or decision-making is limited to culture units. Which is in my opinion a missed opportunity at least.
 
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How does the Dominant Affinity apply for Empires with equally split affinities (e.g. 3 Order 3 Materium)? Does it just preference one, does it get a diminished effect of both like how the Crystal Dwelling artifacts work, or does the culture penalize you for not committing?
 
How does the Dominant Affinity apply for Empires with equally split affinities (e.g. 3 Order 3 Materium)? Does it just preference one, does it get a diminished effect of both like how the Crystal Dwelling artifacts work, or does the culture penalize you for not committing?
The Affinity that first reaches the number is the Dominant Affinity.
 
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The affinity mechanics sound really interesting! But not going to lie, I'm a little skeptical about this double support units thing...
This isn't the first Culture with double Support. The Mystic Summoners also have double supports with their T2 and T3.
The aesthetics of the architect units are quite underwhelming and look like a less interesting cross between High and Primal. The architects are inspired by Greco-Roman culture, so there was so much source material to draw from to create distinct and colourful costumes:
The Architects are based on Greeks, leaning towards Babylonian and Assuryian and less Roman. For Units what matters is recognizability, the visuals in your images don't hold up when your playing the game zoomed out and at a distance where you cannot see or define that detail.
 
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Surveyor and Cultivator are both a little too Sylvan Elven looking. Earthbreaker looks like the stereotypical big angry gladiator type.

The Guardian gives me 2004 Troy vibes, HECTOR!!!!!, stabs with spear. And the Architect is the most drab of them all, especially for a T3 unit.

Overall the least inspiring Culture to date, and the most muted in design and colours.
 
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I appreciate that folks commenting are finding the appearance too be bland and overly familiar, but I have to say I'm a big fan, myself. The ancient greek armour and themes are very clean, and the minimalistic look speaks to me of individual prowess. Armour does not make the hero.

Mechanically, this is looking like an interesting culture. Pinning the affinity debuff to the t2 shield can encourage tactical play into the late game, which is desirable. There seem to be good internal synergies.

The 'low damage' already seems to be compensated for with the incarnate mechanic. I do wonder if this is just too straightforwardly strong? Other cultures have to think more tactically to get their combat bonus, although they do get the full benefit in the early game.

Devs are emphasizing elemental weakness synergies, but in the current build, such as lightning. However, only lightning currently has a specific debuff. Besides the T2 shield unit, are other sources of specific element weakness being added for fire, poison and spirit particularly?
 
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I was expecting Elysians to look much more heavenly. Don't they look just like humans but with wings on their heads? I would prefer them if they looked more angelic, with softer faces like the Renaissance paintings of angels.
 
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I am concerned, however, that for Architects only the cultural units interact with Incarnate mechanics in any way other than damage, which significantly limits the potential of non-culture units in army. I've always been of the opinion that cultural battle affinities work best when they present a non-mandatory but significant minigame within the game. Gold standard in that is for me Awakening of High units: the strategizing around army composition, timing, weaving the buffs to keep the effects on critical units as long as possible, etc. You can comfortably win without perfectly optimizing those, but it's a satisfying puzzle. And it's a puzzle that every unit can contribute to, because almost every unit type has its unique Awakening buffs. Architects, meanwhile, only give non-cultural units passive stacks of +damage. Any interactivity or decision-making is limited to culture units. Which is in my opinion a missed opportunity at least.

I can understand what you are saying, and I do agree that Awakening of High Units is more interesting than the Incarnate Mechanic's simple damage buffing. But honestly, I don't think it is that much of an issue?

There should probably be more cultures that function like the Awakening of High Units to help flesh out and make the combat more engaging. But at the same time, I don't think every culture should function in the same way. There's nothing wrong with straightforward and simplistic combat options like the Architects, and I genuinely think it is for the best, as the Archideckts are far more focused on building monuments and growing their cities than on in-depth combat capability.

Plus, it also makes sense in flavour that the fighters from those cultures are the most capable at leveraging its use.

Devs are emphasizing elemental weakness synergies, but in the current build, such as lightning. However, only lightning currently has a specific debuff. Besides the T2 shield unit, are other sources of specific element weakness being added for fire, poison and spirit particularly?

I would love if that is true in the Tomes, but I wouldn't be surprised if its not the case.
 
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I think @Mithrill 's main critique (that I agree), is that culture units have another bonus from affinity incarnate (e.g. the def/res reduction from guardians) besides just the damage.

This could make using the culture's units much better than other units. It may not be a bad thing by itself, but it can have some issues into making tome selection less meaningful and reducing replay variety with the culture with always sticking with the culture's units.

As a positive, I could see an interesting strategy choice to make: non-culture units being better in the beginning of a game, when with fewer monuments/monument stages the bonus is smaller, and then as one builds monuments at one point it becomes better to switch to the culture roster. However, in the beginning one does not have access to many units besides the culture's own, as they are unlocked by game progression, so it's a bit contradictory.

Also, people have been complaining that culture units lose relevance as a game goes on, maybe this is an attempt to rectify that?

It could also be, that this culture focusing more on economy/turtling for a magic victory, it is a deliberate nudge that we should prioritize economic techs (buildings, spis) instead of units/summons techs? Enchantments and transformations are still good (transformations even maybe being higher prio if we stick to culture units given that less summons will be used?)
 
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i find this culture thematically odd and not well defined, both mechanics and the units are confusing and a mix of stuff that don't necessarily fits well together.
 
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As a positive, I could see an interesting strategy choice to make: non-culture units being better in the beginning of a game, when with fewer monuments/monument stages the bonus is smaller, and then as one builds monuments at one point it becomes better to switch to the culture roster. However, in the beginning one does not have access to many units besides the culture's own, as they are unlocked by game progression, so it's a bit contradictory.

Actually that might not be the case.
Even without anything else in particular the cultural enchantment makes the monuments give your tome units +1 damage per monument level (and some resistance at higher levels).
This would could scale more than other cultural bonuses. For example two of the Oathsworn subcultures have a situaltional +5 damage bonus as their highest bonus.

So while not gaining the secondary scaling abilities of the cultutal units, tome units would hit harder the more built up the architects become.
 
Actually that might not be the case.
Even without anything else in particular the cultural enchantment makes the monuments give your tome units +1 damage per monument level (and some resistance at higher levels).
This would could scale more than other cultural bonuses. For example two of the Oathsworn subcultures have a situaltional +5 damage bonus as their highest bonus.

So while not gaining the secondary scaling abilities of the cultutal units, tome units would hit harder the more built up the architects become.
Maybe, it's just that culture units have two things that scale off monuments, while other units have only one with the enchantment. It depends on if other things that a non-cultural unit has can compensate better the secondary monument builts buff. The tricky thing there is that everything that can make a non-culture unit become more powerful (enchantments, transformation) also applies to the culture unit, while the secondary buff is exclusive. It would have to be a unit that the primary damage enchantment from monuments scales specifically well for them (giving more impact than for other units for some reason), or I'm thinking level IV/V/mythic units that a culture simply don't have.
 
Honestly, it's been discussed before, mostly in regards for other cultures, but I would have loved for the Architects to have a Tier 4 unit.

Likely a Stone Construct that uses Wonderstone to be made a Tier 3 Monument? It would have been so damn cool.
 
This isn't the first Culture with double Support. The Mystic Summoners also have double supports with their T2 and T3.
That's fair. My initial impression is that this will be a battle of attrition type culture since you've given them multiple support units and lower damage shield unit. It seems like you expect the battle strategy to be buff and heal the shield units and let them defeat enemies via retaliation attacks. This might work on AI, but it seems very easy to disrupt as a human player. But we'll see, maybe I've got it all wrong.

Selfishly, I do wish you had gone for (potentially) non-astral battle mages, though.... battle mages need more love...
 
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Selfishly, I do wish you had gone for (potentially) non-astral battle mages, though.... battle mages need more love...
oH HEY, I had recently requested battlemage love (though I'd suggested Tome of Tentacles could simply be made stronger, ideally with a summon to make it a better potential first tome)
 
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oH HEY, I had recently requested battlemage love (though I'd suggested Tome of Tentacles could simply be made stronger, ideally with a summon to make it a better potential first tome)
I'd take anything, I feel like they are often left off of unit buffs and seem to always be summons or non-cultural units in tomes (exception for all the T2 Battlemages...). If I'm being really specific, I want to be able to use Non-Astral Affinity and battle mages. A T3, Nature Tome, Battle Mage, that is a cultural unit, flinging poison bolts (that actually apply poison...) and summoning clouds of toxic mist, is the dream (fingers crossed for a full fairy realm DLC).

I am kinda' hopeful that the blending of unit roles here could lead to something like an Aggressive Magical Control unit in future; that'd be fun.