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to AMAM10 1) Path of War adds approximately 4 turns to the hero for each battle, along with improved logistics and pathfinding – it works very well on maps larger than average (you could say it's one of the most useful skills on large maps), even making heroes specializing in logistics the best due to the extra couple of squares they can move each turn... I don't think Leadership has any effect... or rather, nothing is written about it... it just reduces the negative Morale if there are "different monsters" in the army... At least, I came to the same conclusions... some are for money, others are free, and a third category has no effect at all... P.S. At least this isn't an isolated case... it also happens in nature :D
Tell me, is the "Path of War" skill useful? What does it actually give?
It's a particularly useful skill after a "Week of..." event for a certain creature is announced. The map becomes filled with many, but few in number, neutral creatures. You attack everyone you come across, and extra movement points are always helpful!
to AMAM10 1) Path of War adds approximately 4 turns to the hero for each battle, along with upgraded logistics and pathfinding – it works out very well on maps larger than average (you could say it's one of the most useful skills on large maps), even making logistics specialists into main heroes because of the extra couple of squares they can move each turn... I don't think Leadership has any effect... or rather, nothing is written about it... it just means there will be less negative Morale if there are "different monsters" in the army... At least, I came to the same conclusions... some are for money, others are free, and a third group has no effect at all... P.S. At least this isn't an isolated case... it also happens in nature :D
So, does this Path of War provide an infinite turn increase, or is there a limit? If it's infinite, then after numerous battles, even on the largest map, you can cover half of it in one go. But I haven't noticed this increase in logistics:confused:
Tell me, is the "Path of War" a useful skill? What does it actually give? Does the hero really move further on the map after each victory? And here's another thing: does morale really affect the recruitment of neutral creatures, i.e., the troops standing on the map, or is it predetermined for each specific map, i.e., some can't be recruited at all, others only for money, and a third group is even willing to join without diplomacy:0
The "Path of War" is simply great; it's a very useful skill:smile20:. I think that morale doesn't affect the recruitment of creatures, but diplomacy does:smile42:.
I don't argue, looting is a great thing. But if the game takes place on a large map, it's better to take Native Lands to get true luck later on. And on small maps, looting is the best strategy.
I think it's not a very good skill. It's much better to develop pillaging!
It depends on your playstyle. If you start the game by clearing out enemies and can eliminate several creatures in one turn, then pillaging is nowhere near as useful as the "Path of War" skill. In my opinion, pillaging is useful on maps that are somewhat like an archipelago. Getting on a ship and getting off without interrupting your turn – that's really cool! But in Heroes 5, water maps are quite rare. Not to mention that it's harder to acquire pillaging than Path of War.
SA is generally not worth considering. The skill combination offered for it is not very effective.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I think it's not a very good skill. It's much better to develop pillaging!
Hmm, I don't really like pillaging. It's only useful when the map has a lot of resources, and that only happens at the beginning of the game or in areas with a rich vein of resources.
Hmm, I don't really like pillaging. It's only useful when there are a lot of resources on the map, which only happens at the beginning of the game or in areas with abundant resources.
Not always, it's not really a useful skill in general, especially when the opponent starts running away from you across the seas:), which annoyed me a lot:(. If anything, by the middle of the game, few maps will have densely populated neutral armies for the "Path of War" skill. And 350 points is just enough to pick up resources and other things from the ground 5-6 times. Hmm...? So, it's not worth judging which is better and which is worse; on each map, one skill competes with another.
It depends on your level of play. If you start the game by clearing everything and can eliminate several creatures in one turn, then pillaging is nowhere near as useful as the "Path of War" skill. In my opinion, pillaging is useful on maps that are somewhat like an archipelago. Getting in and out of a ship without interrupting your turn – that's really cool! But in Heroes 5, water maps are a rare exception. Not to mention that it's harder to get pillaging than "Path of War."
There aren't many maps where another army is just a couple of steps away, and you defeat it... to get to another army of approximately the same level, it takes about 1/3 of your turn or more, and by that time, you'll already be able to move quickly and won't pay attention to the fact that your turn ends "too quickly." P.S. Yeah, I actually tried it for the first time on the "Underground Treasures" map:D.
What about weeks that increase the number of certain creatures on the map?
In 3.1, I encountered a week that tripled the income from mines, troops, gold, basically everything... It was amazing, and I also happened to capture a neutral mercenary town for archers. So, by the end of the 2nd week, I had 7 archers... and this is only the 2nd week. That's awesome! :)
In 3.1, I encountered a week where everything tripled – income from mines, troop numbers, gold, basically everything... It was amazing! I also accidentally captured a neutral mercenary town for archers. So, by the end of the second week, I had 7 archers... and this is only the second week. That's awesome!
Sorry, but that's not quite relevant. The conservative player meant that new neutral factions appeared on the map, and by defeating them, you significantly increase the length of the turn.
And... 7 archers in the second week – is that a lot?
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.