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The game heavily favors fewer powerful units over swarms of weak units so I usually do one of two things at the beginning of the game: 1) destroy buildings and go straight to advanced units like mages/trolls/vampires or 2) go for smithy/barracks/academy to get the upgraded units asap. I only produce tier 1 units if I absolutely have to but if you make too many, you will not be able to support more powerful units. Making just 2 trolls at the beginning of the game is definitely doable and absolutely worth it. Once you start trying out armageddon mode, you will probably be most successful by going for advanced caster units, especially vampires/mages. Warlocks (koatl village) also make great units and can stun like bowmasters but do much more damage. Once you find a holy grounds, start making divine units asap and forget the weak stuff. Focus your buffs on heroes/tier 3 units and they will make you unstoppable. My best advice is simply to try all units of every faction so you can learn what works and doesn't work. There is no reason to "power game" with Warlock or you will get bored really fast.

As for spells, try to get your research up right away because spells can make or break the game. I usually reserve my mana for casting buffs on key units and try to limit my casting at the beginning of the game. Many people say summoning spells are extremely overpowered and a cheap tactic, so I never summon unless I need to. Experiment with all 8 gods and learn the strengths/weaknesses of all their spells and units. That's what makes Warlock so fun and why I have so many damn hours played. Happy gaming man!

Thanks for tha mate, i think I'll finish the game I'm playing then try doing as you say, go for the more powerful units. Either way, I'm enjoying the game so much, DLC's are getting bought tonight lol
 
Part of the fun of strategy games is figuring out the details, game mechanics, and best strategies. This often includes getting information from other people with game experience and reading strategy guides or watching let's plays. The other part is just discovering stuff on your own (and then perhaps looking for other ideas to refine your own). You asked specific strategy questions so I figured I'd give you my opinion; at the same time I offered the alternative opinion that you should just discover stuff on your own without worrying about getting advice so soon. Also, I just bought the game for my girlfriend and was already in the habit of dishing out detailed strategy advice. I sometimes get in those moods... haha.

Well, your post was correct in every way. What confused me was the fact that you went to great lengths to decribe power strategies, then seemed to do a complete 180 by saying what amounted to as power playing was not necessary or even desirable.

But I guess I now understand. You don't believe it necessary, but you give the detail for those that want it. Thanks.
 
I was talking about the UI, not the hex system which is definitely coincidence (not that that helps the resemblance any).

Warlock is not a rip-off of Civ 5 either in the hex system or the UI. There are similarities; as there are between loads of games out there; but Warlock comes in a line of games during which InoCo developed their own system. At the same time all developers keep an eye on what other games in the similar genres are doing.
 
While not a hard game warlock has a lot of depth. Pocket dimensions, gods who hate each other, many customization options and the power for the land scape to rapidly change.

What makes it easy single player is the AI opponents and dremmers can't make use of that depth. For example the AI does not get terraforming other than land bridges and I have never seen it try and claim a pocket world.

Even when you are whupping ass though there is a lot to do.
 
Ah. Disaster averted, crime against humanity resolved. Now an owner of this game.

And yeap, sounds like they thought of a lot of cool ideas to add to the mix, woohoo!