The Raid Point: The Heroic Legend Of Eagarlnia is a sort of light grand strategy,somehow

The Raid Point: The Heroic Legend Of Eagarlnia is a sort of light grand strategy,somehow

I''m still not sure whether or not to refer The Heroic Legend Of Eagarlnia to "complicated" or "simple" before starting a game, it gives an impression of being a complex grand strategy that''s like a fantasy Total War, which has a D&D alignment system, and a distinct East Asian focus on characters and dialogue.

It''s far simpler than that. There was a period of disappointment, even if it appeared to be little to it at all. This''s partly because it''s easy to play it too aggressively or get stuck in outgoing standoffs, or partly because of the need for a bit more repetition. However, its subtler details gradually become evident, and your choices begin to feel different.

It''s still at heart the same throughout. On your first ten turns, you''re doing the same things as in your 200th, and the battles in particular are mostly hands off. Perhaps it''s complicated, but simple to do it? Hmm.

Alright, let''s say it: You select a faction from a fantasy map that distinctly connects to China (in the same way that 90% of Anglo fantasy maps are mostly Western Europe, and probably the Middle East, where the Dark Evil Dark Monster Doomdark is). Each faction has a lot of text that you won''t read, half a dozen named characters, and a slew of confusing icons that you don''t need to worry about yet.

The only big difference being that it depends on which setup options you choose. The biggest concerns are whether alignment limits what factions a character can work for, and whether AI factions can poach your characters. Both of these are beneficial in the long run, but they may be difficult depending on what happens in your game.

Because of the natural military strategy game experience in which people are learning to build relationships with AI teams, you can use them to build relationships. Although they make little difference, they make little difference, and you''ll avoid losing your faction''s story long before your game''s over. This is because that''s why many individuals prefer to use it. What kind of monstrous backstabbing scum would try to conquer me when I''m sick of trying to sabotage others?

The other reason is that differences between factions come in. Everyone will be doing the same things, such as concentrating on enemy ones, increasing town prosperity, and training soldiers wildly. Each character has basic skills for fortitude, politics, wisdom, and charisma, which make them more effective at competing tasks. Both characters have great success rates at diplomacy, and others give direct bonuses to archers in combat.

And considering them further is where things get really messy, because each character can lead an army, and when they do that, it is critical to consider their raw military prowess (or in some cases, the fact that their low Fortitude is massively outweighed by a skill that allows them to triple their Wisdom value in damage) and direct bonuses they accord to specific troop types, but also what special powers they can draw on in combat. I''ll come back to combat later.

This means that you can determine who you are on the other hand. Not only the number of people, but what they are good at. While maintaining people on costs money, as does sending them to do anything, and maintaining an army is particularly costly, and some situations are generally low, so you''ll want to concentrate on getting them or merely declaring that a character should lead an army of x type will be taken care of it, nonetheless. This is why I recommended the alignment limitations earlier - they prevent you from leaving you

When you capture and turn faction leaders, you gain access to their story missions and occasionally conversations when you encounter familiar characters in battle. It''s surprisingly surprising having to decide how many individuals you are, for example if you''re acting as an evil faction and have a dislike for other people in the fight. Released ones may join you in gratitude... or turn up fighting for someone else. Gits.

Even if they have one city, a faction may be quite as dangerous as when they have 6, because as long as their characters are alive they can dispatch an army.

Armies aren''t necessarily an armies, as well. Each character may be assigned a specific type of fighter, but they''ll automatically replenish losses over time and cost money to maintain, thus you''re best off using them as much as possible, even if you prefer. While your spearmen may be undead and superior to someone else, they''re still your best bet against cavalry. That''s a good baseline.

Each squad is led by a character, with both passive bonuses to themselves and others, as well as an active power that only works in battle. Powers often involve mana, but each can take several steps to avoid being fired at once. Depending on how many times you''ll have, you''ll be watching everyone''s countdowns and trying to fire off specials before the enemy gets them the opportunity. Occasionally, you''ll find that a melee guy who didn''t touch the enemy army, but could even destroy

Battles remain messy, and any semblance of structure or organisation diminishes almost immediately. Nevertheless, once you have a handle on the higher level game of evaluating and tackling your enemies, there are a lot of conflicts to be made when powers combine, or your neighbors have a lot of characters who lead the enemy, or there''s that one bastard who tries to turn every battle around.

It''s why it becomes so rewarding to capture the lot of them and depreciate their heads, or better yet, to steal away a guy who can lead a corps of cavalry and blast a whole army with lightning. It''s important that the strategy was all in the battles, in turning the correct characters, and in relocating them to help someone else else. I''m not sure it''s worth it, but I respect how it works:

Despite all this, each turn is simple even when you have a large number of characters. Sure, there is a sort of side quest system, where you can send characters off for several trips to investigate off map locations and usually return with new items and resources (for upgrading troops, a slow but crucial long-term project that, again, some characters and factions excel at). However, most turns are a case of sending the same characters to do what they''re good at every turn, and mostly because city defences are crazy tough

Even though loads are flying around, statistics or crunch numbers aren''t necessary. Only that your horsies are really good against that faction, and that you must keep an eye on that one guy. It isn''t an aesthetic I usually like at all, but almost every character is distinctive and very modern. It''s not an aesthetic I would get it for at all, although it is almost every character that you play for eleven hours. It wasn''t at all the D&D/Total War/Beij

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