I believe that refers to the "entrenchment" bonus. Which is how many bonus troops gained when fighting on that territory. a 100% entrenchment gives you double the troops you have there (so if you had 5 troopers, you get 10 when attacked)
Im not sure if there's a distinct equation for how much is impacted by your actions. But surrounding an enemy capital on all sides before attacking it lessens the bonus, whereas rushing it from the waterfront means it'll have a much higher one.
I figured it was the entrenchment bonus I just wasn't sure how it worked. That system makes sense, it's just a bit opaque in the game itself.
In chapter 1 you're hardcapped to 50 and 30 respectively. Go over that and it gets stolen. Chapter 2 does admittedly let you research everything. But to be fair, unless you're rushing hardcore you're capable of researching the only important things before chapter 3 regardless of how fast you do chapter 2.
That's fine except I'm not happy about how easy it is to research all the important upgrades so quickly in the game as I mentioned earlier. Also you can definitely stockpile gold for the last chapter which is a bit unbalancing.
Im not really sure what you mean. Are you talking about the entrenchment bonus (which is shown on the world map, and then on the resolve screen)or something else?
It's not entrenchment, but the map design. One of them had 8 recruitment centers, 3 spread across the map and 5 in a tight formation around where the defender starts.
You can sort your cards to see exactly what each type looks like. In short, diplomacy cards boost population, gold, give you sales on units, immunize you to attack, and other type of world map stuff. The other type of card (subterfuge?) are things like causing enemies to not be able to move on a turn, or making them weaker for the purpose of rts combat. You also can choose what to build. Any empty territory, right click and select the build option. You can also sell most buildings if you have no need of what they give.
Thanks for clearing it up but this is still a bit odd. For example the Parliament creates strategy cards but strategy isn't one of the filters, they're split into Diplomacy and Subterfuge. But it seems like the academy also creates subterfuge cards. Also the academy and wizard cards are decidedly much less effective than the tavern cards. The Wizards tower in particular is very weak. I feel like this whole system could have been improved quite a bit with a few changes.
"Generals seemed to be consistently overpriced compared to their impact on the field."
Their prices go up as you get further into the campaign/hold more territory. At the very start they cost like 8 gold and can add 30% to an auto resolve score. Keep in mind what their stats do. For example, scarlett will add more than henry if you're on the defensive, and fielding only troopers and grenadiers.
I never got even close to 30% to autoresolve, I think my highest was about 8 for 15 gold. A 3 point trooper would have added more than twice that. I get they have flexibility but they were still pretty worthless.
The dragons do have their differences (in starting skills, and how quickly they overheat vs how much damage their fireballs do) however there are unfortunately no differences to how they work off the rts map (at least as far as I noticed)
Yeah, I just think it's a shame these differences weren't much more pronounced. Flying around as a dragon was absolutely my favourite part of the RTS mode and while it had a decent impact I still spent 90% of my time managing my units.