I can't understand what the advantages of being a guardian of other nations are? After all, it is much more cost-effective to maintain transformation spells on my own nation.
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I can't understand what the advantages of being a guardian of other nations are? After all, it is much more cost-effective to maintain transformation spells on my own nation.
How useful are these transformations in most scenarios? Let's say T3 Berserkers with Demonkin.The ability to recruit units with powerful transformations that you cannot apply.
I feel you haven't understood how to play Feudal optimally if you think a T2 Polearm is a useful unit to bring into the fold.The ability to recruit racial units unavailable to your base faction to fill gaps in your roster, for instance a Feudal faction benefits a lot from recruiting the high culture spearmen, since it is better at its role than a militia is.
Losing a bit of population really won't hurt you as much as absorbing a faction that has no bonuses whatsoever.The ability to quickly grow the captured city, without having to wait for it to recover from population deficit (remember that the larger the city, the more food it takes to grow another population point). The most powerful units tend to be tome units and these don't care about what race the city has, but do care about the level of the city.
In this scenario you are better off vassalizing them, it will cost you less resources and play into the Order Empire Tree.The ability to maintain good alignment, which gives a powerful diplomatic relations buff with non-evils.
Again. Just vassalize them. Don't bother trying to fight and Absorb a city that's a burden.The ability to avoid breaking your oath (for certain oathbounds).
This is currently the only legitimate reason to be absorbing random factions on the map.The roleplay factor of playing consistently with your characters personality, rather than against it.
Casting all of your transformations (you will have more than 1) multiple times takes far too much time.The ability to become Keeper of a race and apply transformations of your own, on top of the transformations it already has from its previous Keeper.
How useful are these transformations in most scenarios? Let's say T3 Berserkers with Demonkin.
But they also have Elusive, Bulwark and Keen-Sighted along with Vigilante Knights and Reclaimers.
Meanwhile I am trying to play a build based around Ranged units or Magic units. Why would I want them?
I agree that you can sometimes stumble upon the jackpot, but this happens every 1/50 games at best.
I feel you haven't understood how to play Feudal optimally if you think a T2 Polearm is a useful unit to bring into the fold.
Their entire culture revolves around either Bannerman+Defender+Knight or Bannerman+Longbow+Shield unit.
There is no space to bring a slow, average T2 Polearm unit. If you really want one you can get a T3 from a tome.
Losing a bit of population really won't hurt you as much as absorbing a faction that has no bonuses whatsoever.
More importantly, what if my own Faction has Imperialists, Hermit Kingdom, Wonder Architects, Devotees of Good, etc?
In this scenario you are better off vassalizing them, it will cost you less resources and play into the Order Empire Tree.
Again. Just vassalize them. Don't bother trying to fight and Absorb a city that's a burden.
This is currently the only legitimate reason to be absorbing random factions on the map.
Casting all of your transformations (you will have more than 1) multiple times takes far too much time.
If you ask me, they should be automatically applied once your ruler becomes the Keeper of the race.
Because you lose out on too much value simply by not having the proper form traits and enchantments for them.Berserkers are awesome, so why wouldn't you recruit berserkers from any captured barbarian settlement, even if they have subobtimal racial traits (yes, the inability to change racial traits is a problem that should be addressed). Combine them with a faction with a good ability to heal those berserkers and I don't want to be your enemy; yes it would be better if they also had better culture traits, but we can't always have everything we want.
This is how strategy games work though. The whole strategy part of it is about making an optimal build.The logic you are using there is rather circular, you first came up with an optimal build based solely on units from a specific culture and then declare that mixing units from different cultures doesn't fit in with your optimal build (of course it doesn't).
There is no scenario, ever, in which a T2 Polearm unit is going to be a better choice than what you already have.Feudal has weak polarm units, so you recruit daylight spears to replace the militia/peasant spearmen role in your army with a better unit. Whatever your starting race is, it invariably lacks certain units or their version of those units is weak. You don't have to think then of what is the optimal lineup for each culture, as you can now take the best of everything available.