It also shows the trade unit in there, it’s not the wooden ox, but its some other sort of myth unit it looks like, which means the wooden ox isn’t for trade, it’s probably for that looting mechanic referenced before.
Either that or it’s a special caravan upgrade of a certain god.
Still surprised and in aww that they really chose a myth unit as a caravan unit. Would have never thought I would see a myth creature as a caravan unit. But I like the design. Chinese, it seems, is going to be the most mythological civ.
The title is in spanish, it just means “new Chinese tutorial”
If favour generation is really just from placing any building anywhere then it would be a pretty boring mechanic and would lead to very ugly bases where people just spread out their buildings as much as they can to maximise area.
Yes, to be honest I don’t really like the concept, in the case of the Egyptians you also have to create buildings to generate favour but these are limited and specific.
In the case of the Chinese it seems that ALL buildings generate favour, I find that too simple and really uninspired, in short it’s probably a huge boost for the Chinese civilisation because they hardly have to worry about favour, it will happen anecdotally by creating buildings as they go along.
There also seems to be a favour zone system around the buildings like Atlantean oracles might have. So yes, your reasoning is right, we’re going to have to split up the buildings as much as possible to generate as many favours as possible.
I also really hope there is more to it than just placing buildings cause just pal I mg buildings would make it so simple and safe it would be hard to balance and then they either get too much favour too quickly or too few favour in too slow way without any interactive mess beside placing buildings.
I mean spontaneous ideas could be:
- place sages into the buildings you want to spread sacred ground
- You have to research every age something
- Different buildings generate different rates of favour like idk temples and TCs more than forts, forts more than other military buildings and those more than economic buildings
Other ideas?
I’m afraid that if certain buildings generate more favours than others, this will encourage strategies such as rusher TC, spam temple or spam forts.
Placing sages in buildings is a good idea, but I find it rather unbalanced compared to Atlanteans, for example, who have to take a risk with their oracles. The Chinese would therefore have the same advantages as the Atlanteans without the disadvantages, which would be OP.
My hopes is that it’s only the largest connected “blob” of sacred ground that counts. Sure you can build your base as a snake to increase surface area the most. But now you have to defend the whole line in risk of lusing large parts of your favour income.
I hope it is more complex that it looks like.
That would be very stupid. That’s why I hope that you have to build buildings on Favoured Ground to be able to spread it.
And only a few buildings like TC and Temple generate new Favoured Ground. But according to the screenshots it doesn’t look like it.
Only one God has the ability to construct buildings automatically on Favoured Ground and therefor has a reason to place them close to each other.
This seems to be the case. The radius around the TC is much larger.
I get the concept, and I like it in theory, but I do agree that i’m not sure it translates the best into gameplay.
Maybe it is like this. Temple and Town Center generate favored ground. Every other building spreads it by a certain amount, if close enough to it.
Maybe the presence of Buildings isn’t enough, if there are enemy buildings or units nearby…
also Yinglong is now confirmed to be a mythic age god power simile to Nidhogg. He has rain aoe which seems to slow enemies and a lightning breath. Otherwise very similar to Nidhogg it seems
Cool I like how big they are and that they have range spell but also melee attack. Like the colour scheme. Wonder how they sound.
The shirt hoovering with their little wings and their overall shape reminds me of bumblebees xDD way too adorable for such a monstrous devastating unit xD
Relics:
Please note that these Relics are accessible without ownership of Immortal Pillars.
- New Relics added with the Immortal Pillars DLC.
- Xirang: Walls regenerate 10 hitpoints per second.
- Jade Hare: Myth units move 5% faster.
- Feather of Jingwei: 0.5 Wood per second trickle rate.
- Tusk of Dangkang: Summons 2 pigs every 120 seconds.
- Tail of Fei: Summon 1 fei beast, which respawns every 120 seconds.
- Feather of Bifang: Human soldiers gain +20% bonus damage vs buildings.
- Wuhao Bow of Huangdi: Ranged soldiers attacks now snare targets, which slows them by 15%, for 2 seconds.
- Fur of Boyi: Heroes regenerate 0.25 hitpoints per second.
- Nine Couldrons: All fortress-type human soldiers have -5% Hack and Pierce vulnerability.
- Ochre Whip of Shennong: Standard farm upgrades grant an additional 5% farm gather rate. (For a total of 15% additional farm gather rate when having researched flood control.)
- Five Colored Stone of Nuwa: Repairing cost reduced by -50%.
- Kui Drum: Heroes deal 0.25% more damage per 1% hitpoints missing.
New Immortal Pillars Maps Coming March 4th!
Not available until the Immortal Pillars DLC launches on March 4th.
You must own the DLC to host games with the new maps.
- Bamboo Grove: You start in a narrow pass within the bamboo forest. Hold the chokepoint, exploit the resources behind your base, and defend against enemy attacks from the front.
- Great Wall: The Great Wall offers a temporary truce. Fortify your defenses and plan your attack before breaking through to the enemy!
- Peach Blossom Land: Players begin together in this mythical paradise, but must venture out into the Peach Blossom Land for resources, or attack early to seize the advantage.
- Qinghai Lake: A mysterious shrine rests upon China’s largest lake, its shallows navigable by land and naval units alike. Capture it to gain an economic bonus.
- Silk Road: With limited resources to gather, players need to capture Trading Posts along the Silk Road which grant resources of your choice. The Trading Posts will stay under your control as long as your units or buildings are nearby.
- Steppe: The generous grassland perimeter offers ample resources, but true power lies in controlling the central open steppe and its vital settlements.
- Yellow River: The Yellow River divides the region and forks in the center to form an island. Shallow crossings offer passage, making attacks predictable and rewarding keen awareness of your opponent. Players must migrate to more fertile banks as the starting resources run dry.