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When you lack movement for that last hex that will trigger a battle, look if there's movement left in one of your stacked units. You can move a single unit from your army to the enemy to trigger the battle with all of your army.
 
When you lack movement for that last hex that will trigger a battle, look if there's movement left in one of your stacked units. You can move a single unit from your army to the enemy to trigger the battle with all of your army.
Just ... don't do that when attacking a stack over a standard. Only the troops moving onto the target hex will get the level boost. Sigh.

Also: In the army/items tab, you can sell mods sitting in your arsenal. For a quick jolt of cash to launch that op.
 
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Some monster stacks are guarding a "Standard" -- a military decoration on a pole/symbol of leadership and honor associated with the roman legions especially. Capturing one gives a level of experience to any unit in the capturing army.

Ahhh, I see what you mean. Yeah, it will be wasted on the "attacking" unit only because it will be the only one moving to the hex after the battle. Thanks for pointing it out!
 
Heres a big one i see a lot of people struggling with: don't overdevelop your cities. Especially with military buildings. MI(Military Infrastructure)takes energy upkeep(upkeep you could be using for MODDED UNITS).
This part of your post is very doubtful and quite probably depends on your settings. Sure, if you have "relaxed" settings with a lot of space for everyone and lower difficulty, yes, military buildings may not the that necessary. But if the going gets a little tougher, the military buildings are a blessing:
1) The upkeep for those who need it (guns don't cost upkeep) is only a small part of what the garrison you get for it is actually worth. For example, the first MI cost upkeep of 4 Energy, but it will give you a garrison of 500 strength points or 3 T1 and 1 T2.
2) This garrison ADDS to everything you have in the colony in case of an attack on it.
3) Once this is in place you can build defensive guns for no additional upkeep at all.
4) While the garrisons can get promotions and keep them, destroyed units are replaced for free.
5) Even if the garrison is too weak against an attacker, you can battle manually, use tactical operations any kill a few units.

On the other hand there are some risk factors beyond your influence:
a) There are spawners that may send marauders your way and they may come from every direction, since you cannot kill them all
b) Once you ARE in a war with an AI - which may happen, although you "did nothing" - there is always the possibility that the war escalates in size. The enemy may have allies, and there are strategic operations that may incite dwellings to declare war on you. You cannot cover everything with real troops AND keep operational reserves for offensive actions.
 
This part of your post is very doubtful and quite probably depends on your settings. Sure, if you have "relaxed" settings with a lot of space for everyone and lower difficulty, yes, military buildings may not the that necessary. But if the going gets a little tougher, the military buildings are a blessing:
OVERdevelop.
Notice the first part of the word. It is important here.

Your examples only really raised the bar of "proper" development.
 
I posted the following scouting tips on my youtube channel earlier today:

1) Turn on movement preview, which can be found under the world UI portion of the options tab in the main menu, to create a secondary green movement circle that shows you where a unit can reach in a turn if they were to go to a hex within the blue movement circle.

2) If you zoom out all the way out on the strategic map and hover the cursor over a hex in a sector that is still mostly in the fog of war, then you can find out a lot of valuable information about the sector. It is a great way to find spawners and settlements. This technique can be used on the first turn without moving a single unit to find a guaranteed settlement of your starting race, which has to spawn within three sectors of your HQ.

3) You have until the end of the 6th turn before the spawners spawn their first unit.

4) Slowly uncover the fog of war by moving one unit at a time, one tile at a time. Click on a unit’s movement points above the unit’s portrait to select it individually.

5) You can use forward bases to get vision and to build roads on unexplored sectors.

6) Pickups give a huge boost to early game economies

7) You only need one adjacent unit and some influence to buy a settlement, so scouts are ideal for that. Keeping a single scout in a growing colony is an easy way to annex the colony's sectors when it is ready to.

8) If you split a scout off by itself, hug the coast line as much as possible! It is rarely worth risking the scouts life without a coast. Try to leave enough movement points to hide in the water (or land from sea creatures) or in the mountains from the marauders that come from spawners, as all are enemies stay on land if they spawn in land, and stay in water in the spawn in water.

 
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This part of your post is very doubtful and quite probably depends on your settings.
I play on hard with normal(default) world settings. 8 -10 players on large random worlds.

OVERdevelop.
Notice the first part of the word. It is important here.

Your examples only really raised the bar of "proper" development.
Thank you, exactly. My point was that you shouldnt develop advanced garrisons on every colony and most importantly you waste upkeep plus production on units with very little force projection. If you build 3 advanced military garrisons instead of corresponding units, you can handicap yourself as your garrisons cannot move. Nor support eachother.

Spawners are easily taken care of with proper scouting. I have rarely lost a sector base to marauders let alone a colony. Proper scouting early game will prevent a lot of this. I succeed in removing most spawners that would cause damge to me or my starting colonies by turn 25 at the most.

As for geopolitics you should fortify the areas you expect to be attacked. The AI diplomacy isnt perfect but certain actions will give you certain responses. If im at war with a amazon faction to the north and there is another faction of amazons to the west i should probably fortify my western border, or otherwise pacify the amazons. Plan ahead and you should have no problems.
 
I play on hard with normal(default) world settings. 8 -10 players on large random worlds.

Thank you, exactly. My point was that you shouldnt develop advanced garrisons on every colony and most importantly you waste upkeep plus production on units with very little force projection. If you build 3 advanced military garrisons instead of corresponding units, you can handicap yourself as your garrisons cannot move. Nor support eachother.
That is not what you wrote. You didn't say, don't build advanced garrisons on every colony. Instead you wrote something that could be read as, don't bother with military buildings, you won't need them. It would seem, that a clarification was necessary.
I play different settings, hardest, severe world threat and so on, medium maps with 6 opponents, and my tip would be that the energy upkeep spent on garrisons is generally very well spent, for the reasons I gave.
 
Ranged aoe attacks don't actually miss, they scatter. This means that a unit targeted at the center of an aoe will always get hit.

Scattering also applies to normal ranged attacks, meaning bunched up units are vulnerable to ranged ranged fire. Note that you can hit your units with your own scattered attack so be careful firing into melee.
 
That is not what you wrote. You didn't say, don't build advanced garrisons on every colony. Instead you wrote something that could be read as, don't bother with military buildings, you won't need them. It would seem, that a clarification was necessary.
I play different settings, hardest, severe world threat and so on, medium maps with 6 opponents, and my tip would be that the energy upkeep spent on garrisons is generally very well spent, for the reasons I gave.

All I said was don't overdevelop your colonies. Then expanded on that by saying especially military buildings. I apologize if I wasn't clearer but I never said dont use them. Just that you are often(not always) better served generating energy, rather than spending those turns producing MI or perhaps something else even, which can be used on mobile, modded units rather than stationary fortifications.

For further clarity, I generally construct the standard upgrade and turrets but very few cities in the run of a game will get more than that.
 
I posted the following scouting tips on my youtube channel earlier today:

1) Turn on movement preview, which can be found under the world UI portion of the options tab in the main menu, to create a secondary green movement circle that shows you where a unit can reach in a turn if they were to go to a hex within the blue movement circle.

2) If you zoom out all the way out on the strategic map and hover the cursor over a hex in a sector that is still mostly in the fog of war, then you can find out a lot of valuable information about the sector. It is a great way to find spawners and settlements. This technique can be used on the first turn without moving a single unit to find a guaranteed settlement of your starting race, which has to spawn within three sectors of your HQ.

3) You have until the end of the 6th turn before the spawners spawn their first unit.

4) Slowly uncover the fog of war by moving one unit at a time, one tile at a time. Click on a unit’s movement points above the unit’s portrait to select it individually.

5) You can use forward bases to get vision and to build roads on unexplored sectors.

6) Pickups give a huge boost to early game economies

7) You only need one adjacent unit and some influence to buy a settlement, so scouts are ideal for that. Keeping a single scout in a growing colony is an easy way to annex the colony's sectors when it is ready to.

8) If you split a scout off by itself, hug the coast line as much as possible! It is rarely worth risking the scouts life without a coast. Try to leave enough movement points to hide in the water (or land from sea creatures) or in the mountains from the marauders that come from spawners, as all are enemies stay on land if they spawn in land, and stay in water in the spawn in water.


Ahhh you are that guy with the great ASMR voice haha. Good videos.
 
You can have each strategic operation primed and ready to. You need to pay the initial cost of course. But once it's ready it can sit there forever until you use it. And you can do other stuff in the mean time. Not like previous AoW titles where you could just hold one spell ready to cast.
 
If you create a forward operating base, you can annex it later without a unit in the sector.

If you defeat the mobs in a landmark (the bronze\silver\gold buildings), it will automatically turn into a forward operating base and show that you own it. Your allies and the NPCs won't take it over, and you can annex it at your leisure when you have the population\connection.