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cover-Spellforce: Conquest of EO

Thursday, February 9, 2023 6:21:23 PM

Spellforce: Conquest of EO Review (Songfugel)

The game is great, however! the start has been very badly implemented and can be extremely confusing. Which can lead to the game seeming impossible/stupid in the beginning
There are so many things the game doesn't explain to you until much later, that it def. should. Here is a small list of things you absolutely need to know:
* You start with a very limited spell book with only few pages (2 primary 1 secondary), however, after researching spells you open up new spells to research. However, the game doesn't clearly explain that you can find ADDITIONAL EMPTY spell pages in ANY school of magic that will then gradually fill in by researching
- The circle mages are like enemy factions in Civilization games and can be driven away from the map
- The map is one huge set map that is the same on each game, your starting location is just that, just a starting location on that map. You can reach the exact same locations eventually no matter your selected starting location.
- After you get your first apprentice, there will be an aggressive circle mage fort summoned next to your domain, and will periodically spawn enemies to attack your tower. Defend 1-2 waves and take out that fort as fast as possible to be free to start the real game
- most importantly, there are independent towns you NEED to interact as fast as possible. These towns are never aggressive to you, nor can you attack them, but you need to complete quests to unlock rewards from them. And these towns are your only way to access T2 and T3 troops early game (apart from lucking out from quests)
- your tower troop training is only for the first few turns, but after that, getting troops from towns and quests is the main way to get them until late in to the middle game.
- you will get apprentices and be able to move your tower very soon in the game, and should be doing it all the time. most resources on the map deplete almost instantly, and your income/research/mana will stagnate instantly if you don't constantly relocate from depleted areas
- Allfire nodes require a summoned willow wisp or a summoned guardian spirit (T2 wisp with +2 range to domain) claim. These will give you domain, and will stay as long as enemy doesn't claim them with their wisp.
- There are a lot of quest locations which seem bugged/inaccessible at first, but require you to move your TOWER domain there to unlock the structure/quests, but you also need to move in with a hero/wisp as well
- summons are insanely powerful in the early game, and are the best way to survive the first 20 turns. They also use mana instead of gold for upkeep, making them much easier to upkeep in the beginning as well
- units with FOLLOWER have no upkeep costs, so try not to let them die early. T1 units will however become useless after the very beginning, so best use for these is to teach them mining/harvesting and use them as no upkeep harvesters. Dwarven workers can also get +2 gold/day ability so they will generate money instead of costing it
- You will get a LOT of spells and items later on that will help you recall/teleport/move armies over the map much easier, but this requires you to unlock them via main quests and research. But you will eventually get them, so don't despair
- Armor is a flat damage reduction to physical damage, and willpower is your flat damage reduction to magical damage. This differs from the % based physical/magical resistance
- Speed is by far the most important attribute to raise on level ups, especially if under 9. Your army speed is directly tied to the slowest unit in your army stack, so try to raise their speed with level ups/items/runes asap
Hopefully some of this info/tips will make the game more enjoyable