Generals are separate units that can attach to military units, or city’s and outposts to give buffs to it. They can be gained through spending experience, lucking out in RNG, or the starting general whom you can choose its stats. This guide is made to help you use them effectively, and decide how to build your starting general, as well as what generals you might find useful.
General List
Engineer General
- +100% Siege Defense
- Good to help a unit survive city bombardment
Field Tactician General
- +50% Charge Strength
- +50% Charge Block
- +50% Formation Strength
- Bonus to both charge attack and defense, while boosting survivability by making formations harder to break.
Hunter General
- -60% Food consumption
- -20% Visibility Distance
- Reduces food consumption of whatever the general is attached to, and makes it more easily concealed.
Marksman General
- +50% Missile Range
- +50% Missile Damage
- Boosts both the range and damage of range attacks
Medic General
- +100% Unit Defense
- Helps the unit last longer via buffing the hp of the unit
Quartermaster General
- +100% Resource Capacity
- Enable Heavy March Stance for the attached unit
- Allows the attached unit or building to hold more, with a special stance to carry even more food in exchange of a morale penalty.
Raider General
- -20% Visibility Distance
- +100% Raid Damage
- +100% Scavenge Rate
- Enable Raid Stance for the attached unit
- Good for raiding, and scavenging resources behind enemy lines. Though the easier concealment is the most directly useful in combat
Scout General
- +150% Ver distância
- Enables attached unit to move through flooded marsh areas before relevant faction skill is acquired
- Enables attached unit to move through Winter Mountains
- Great for scouting. Seeing farther and being able to travel places that are normally blocked allows them good mobility and ability to avoid unfavorable clashes.
Trainer General
- -50% Recruits needed
- Good in keeping units in the field by reducing the recruit cost to replace lost soldiers.
Standard Bearer General
- +100 Unit Morale
- Helps a unit’s endurance by giving a larger morale buffer to prevent a unit from routing
Centurion General
- +50% Dano corpo a corpo
- +25% Charge Damage
- Good to deal more damage quickly.
Starter General Info
- City Faction Morale – 1 apontar 15% – 3 45%
- Charge Strength – 1 apontar 30% – 3 90%
- Dano corpo a corpo – 1 apontar 25% – 75%
- Ver distância – 1 apontar 100% – 3 300%
- Crescimento Populacional – 1 apontar 15% – 3 45%
- Charge Block – 1 apontar 40% – 3 120%
- Unit Defenses – 1 apontar 30% – 3 90%
- Skill Research – 1 apontar 20% – 3 60%
- Tax Output – 1 apontar 15% – 3 45%
- Unit Morale – 1 apontar 25 – 3 75
- Food Consumption – 1 apontar 20% – 3 60%
- Missile Range – 1 apontar 10% – 3 30%
- Missile Damage- 1 apontar 30% – 3 90%
- XP for New Unit – 1 apontar 250 – 3 750
- XP Earned in Combat – 1 apontar 50% – 3 150%
- Siege Damage – 1 apontar 65% – 3 195%
- Recruitment Rate – 1 apontar 15% – 3 45%
Areas starter generals can beat bought generals
Siege defense. Beats engineer general by 95% if all points invested.
Charge Strength. Beats Field Tactician by 40% if all points invested
Charge Block. Beats Field Tactician by 70% if all points invested
Missile Damage. Beats Archer General by 40% if all points invested
Ver distância. Beats Scout General by 150% if all points invested
Areas no bought general can get bonuses for
- XP for New Unit
- XP Earned in Combat
- City Faction Morale
- Crescimento Populacional
- Skill Research
- Tax Output
Dicas e truques
Generals offer respectable bonuses but tend to shine best when combined with synergistic officers. Também, generals can be assigned to forts and towns and will provide bonuses beyond just the stuff like the tax output.
- Try putting hunter generals in cities. They will reduce the food cost of that city by 60%! This means you could crank up the slider to consume 150% of the food needed and you would still save 10%!
- Range buffing generals can buff camp or city garrison attacks like they would any other ranged unit
- View Distance buff generals can also buff city view distance, which is a respectable size to start with once it gets stone walls, meaning loss of area around the city, and neighboring ones are visible
- Try combining the Raider and Hunter officers along with a general of either kind. O 60% visibility distance reduction allows for simple ambushes
- Archer Officer, Archer General, and Scout can make any ranged unit very capable. And if an archer has all three, it is a terror.
- Stacking bonuses for a major stat can really shape a unit
- You can’t have two of the same type of officer, but you can have an officer that is the same type as the general. Which enables doubling up on boosts.
- Experiment with combinations. different units may benefit differently from the same general
- Some premade starting generals you can choose to start with has more points spent than the 3 point limit given to customize your own general
- When making your own, consider what you want to use the starting general for.
- Roman legionnaires are very versatile, and the officer and general buffs can be used to emphasize specific aspects. Like their range attack, close combat abilities, or ambush tactics
- Range ambush reduces attack range, but that can be effectively negated via archer gen and officer bonuses, allowing deadly bonuses without having the enemy be almost on top of your ranged unit.
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