Apocalypse Reborn: Guide: Conquerors
Added 2023-01-23 21:27:53 +0000 UTCApocalypse Reborn: Guide: Conquerors
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Commissioned by: J.A.
Wordcount: 2500
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Conquerors of the Desert
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A powerful race long enslaved and controlled through magic and threats to their young and elderly. This race has found emancipation through the efforts of the Deliverer. Finding the continent to be deadly for any fledgling nation, the Deliverer called for a great exodus of all Conquerors to their eponymous lands. In the deserts, the Conquerors searched for ancient secrets, refined their nation, and formed numerous warbands to venture into the lands their people abandoned for peace and security. In these many years, the Deliverer sifted through the sands, until finding true power: an Ancient Ring that allows for a Citadel to be raised and controlled by its wielder.
Little did the Deliverer know that he was not alone, and that his people’s return to lay claim to ancient glory and power would only return them to the cauldron of conflict that they tried to desperately escape.
Racial Traits:
The Conquerors of the Desert tower over most other races and have unparalleled physiques. A child of their people can easily defeat a mature male of any other species in single, unarmed combat. Not only that, but they are gifted with regeneration and many other advantages that allow them to persist for long periods of time in even the most adverse conditions. However, it must be noted that if these advantages are used, the Conqueror will be incapable of siring children or carrying children. Their population is slow to grow, with most only suitable for warfare or labor, it is rare for scholars, artists, and leaders to be born to their people.
+Regeneration: If a unit has the Conqueror trait, they will regenerate over time in the overworld map as long as the unit is not completely destroyed. In combat, the Conqueror will also regenerate, but at a slow rate. This trait can be upgraded.
+Hardy: Cities with a majority of their population made of Conquerors will receive decreased debuffs from deficiencies such as food shortage, blockade, and more. If a city’s population is 80% or greater Conquerors, then food shortages, blockades, and more will have no effect on the city, save for the loss of population growth.
+Slow Growth: The Conquerors require optimal conditions to grow their populations. Unless the required amount of food and happiness is provided to the population, which is increased for the Conquerors, population growth will be non-existent for the people.
Cultural Traits:
The Conquerors have long aspired to lead the people of the continent past an age of conflict and slavery. Their people believe in honor, diligence, and duty, as well as having no respect for those who do not adhere to such principles. Banditry and underhanded actions increase their like for most other nations. Still, the treat those who approach them fairly and measure the worth and knowledge of another with great zeal. All their foes fear them, but their friends trust them as fine allies.
+Honorbound: The Conquerors have a greatly diminished espionage tree. In exchange, they can establish Casus Belli when an opponent challenges to conflict, or if their opponent is belligerent with another power, even if that power is not their ally. Their troops also begin battle with increased morale and resistance to morale loss.
+Through Thick and Thin: The Conquerors trade lines are not destroyed by the enemy automatically if they have an army in the region. Instead, their trade caravans must be attacked and destroyed, as the Conquerors will uphold their end of the bargain unless destroyed.
+Culture of Improvement: The Conquerors advance their cultural gains more quickly than other nations and unlock social policies that improve their social resources at half cost. If an enemy nation has surpassed them culturally in a social branch, they receive a bonus at researching that culture. The Conquerors, however, are more likely to be affected by other cultures and their culture is slower to spread.
Military Overview:
The Conquerors are focused on creating strong, if slow moving, armies led by Champions that further improve their health, damage, and armor. Like an armored glacier, which threatens to become an unstoppable avalanche, their goal is to rapidly upgrade the veterancy of their units and acquire powerful Artifacts. This strength, however, does not translate well in siege battles in which their high-upkeep cost and high-cost units are not easily replaced. Acquiring key technologies in their tech trees for seigecraft is essential for any player using this faction.
If you’re playing the Conquerors:
Early expansion and acquisition of Artifacts is essential. The midgame is rife with many upgrades to enemy fortifications and regional attrition effects, which makes moving your armies in enemy territory very costly and just one siege against a town might bankrupt your whole economy. Take as many surrounding regions around your Citadel as possible, kill as many neutral armies as possible, and try to goad the AI or another player into an Army Duel for their Citadel against yours. The early game is all about taking the highest risk for the highest reward.
The Conqueror midgame is about holding on to your territories, leveraging your social tech tree to upgrade your resource outputs, and curtailing enemies from interfering with you through diplomacy or espionage by hiring Champions. An Espionage Champion is essential and your Citadel will be your primary source of resources, so a Support Champion with an administrative focus needs to be present there. Liquidate all but two armies for defense, keeping all your most decorated units, and research aerial units and defenses as quickly as possible.
Your late game is heavily dependent on what events you encounter and what challenges you face, as well as your neighbors and their strength. With your towns developed into cities, focus on cornering the market and establishing trade routes with the end of the Academy, and watch the resources flow in. Expand straight into T3 units, remember to get your air units in large numbers, because they’ll be your best siege units later. Try to engage in Army Duels, but be aware that the enemy will be much stronger than in the early game, and make sure to keep your Champions out of reach of specialized Champion killers.
For endgame strategies, refer to the endgame strategies page.
If you’re playing against the Conquerors:
The Conquerors are heavily dependent on veteran units to defend themselves with little upkeep costs in the midgame. It’s essential that you kneecap them in the early game by depraving them of these units. Even if you need to sacrifice a whole army, making it so that they need to spend money on their expensive T2 units in the midgame will cripple their economy, slowing their ability to improve their settlements into towns and then cities. This will make them less capable of establishing trade routes in the future and leveraging the fact that their trade routes are effectively fortified.
As for Champions, focus on getting Espionage Champions, because they’ll serve as capable assassins for Support Champions and they’re capable enough on the battlefield to take out the Conquerors’ generals. Cripple their buffs and economy, and you’ll have a much easier time of facing them in battle even in the late game.
In the late game, when they come out to play, it’s best if they’re weakened and with green units and newish Champions. However, if they’re not and you’re facing them at full strength and with recent conquests, you best be wary. Bog them down with cheap T1s enhanced by throwaway Champions with their trees focused entirely on defense buffs and morale upgrades, and pummel them with air units and ranged units. Consider investing in defense technologies, such as Earthworks, and strengthen your units further by giving them temporary fortifications and resistance to friendly fire or danger closer engagements.
You won’t be able to win the war, but you can defeat them in battle enough times, so that you can reach the endgame. If they’re crippled and hamstrung, end them judiciously at this point of the game, because they are capable of turning things around in the endgame with all the free XP that spawns and the fact that they’re quite strong against any crisis, thus allowing them to kick out the crisis out of conquered regions to make it their own.
If you’ve messed up and they’re in the late game without getting gimped, the Conquerors are effectively a crisis on your mental health, so refer to their section in the Endgame Crisis page.
Faction-Specific Leaders and Champions
Leaders:
The Deliverer: the original and arguably best leader for the Conquerors, due to the fact that he provides many economic benefits to the factions, which curtails their greatest weakness. With proper management and acquisitions in the early game, he even allows the Conquerors to function and be active in the midgame, instead of having to simply defend and turtle up. It’s noteworthy that the faction will always be at war with the Merchants with him, and it will be difficult for the faction to send Champions into the Academy for training before it is destroyed.
The Vanquisher: A leader that strengthens the Conquerors’ strengths and emphasized their weaknesses. Increased upkeep costs and unit costs, but decreased EXP required for veterancy and Militia Units start at Veterancy. This leader allows the Conquerors to run wild in the early game, but are left with one powerful army in the midgame, and a slower lategame start. However, if you reach the endgame with even one city and your Citadel, the game is as good as yours as the leader’s buffs increase in strength according to the tier of the unit.
The Steward: The weakest or the strongest leader of the Conquerors, depending on the player. The Steward focuses on the social and cultural bonuses of the Conquerors, in order for the faction to bulldoze through the high research costs of certain cultural techs in order to rapidly achieve an endgame economy. Though doing so would hamstring their other tech trees from lack of investment, T1 Conqueror units with the right upgrades, and Champions could swarm over the lands and defeat anything in the path of the player. Not only that, but this method can be done secretly unless one’s Citadel is breached via a high level Espionage faction, so some might not understand what’s coming until it's too late.
Champions:
Crusher: The main Champion of the Conquerors and rarely substituted. This Champion is both a General and a unit-killer when fully upgraded and levelled up. One could say that he’s purpose built for making Conqueror doomstacks and that would be correct. However, he does have a weakness. His strength as a unit-killer comes from a lack of cost-reduction traits that General-type Champions typically have. With this fact in mind, along with the fact that he is typically leading your largest and highest-teched army, he is very expensive to field… especially as he lacks anti-attrition traits, meaning the armies he leads will cost nearly double to upkeep in enemy territory. Those armies, however, will be unbreakable in terms of morale and cut through armor and health like butter.
Strategos: The main, General-type Champion of the Conquerors. The Strategos does everything that Crusher cannot and even out-does other Generals, at the cost of lacking the ability fight against even enemy common units and requiring protection when on the field. However, the Strategos shines when the Conquerors are on the offensive. With almost eighty percent of upkeep costs nullified, and attrition downgraded to a mere twenty percent upkeep increase, this Champion gives the Conquerors an army that they can maintain for free and is almost essential for their best doomstack. However, that’s only half of the Champion’s kit. The other one is focused on being a Support Champion, which means attack, defense, morale, and regeneration buffs for the single army supported by the Champion, along with the ability to send off wide-area healing spells. The Strategos is recommended for beginners.
Destroyer: An all-in and powerful Champion focused on staying on the field and destroying the enemy. A very selfish Champion that doesn’t provide any buffs to his units. A one-man army designed to be thrown like a wrecking ball at the enemy, this Champion requires the most potent artifacts and investment to be effective. However, once that threshold is reached with the right artifacts and training finished, he effectively replaces an entire army and can be deployed to hold the line against whole Endgame armies. The enemy can either retreat or watch their expensive army destroyed by a hero that takes only 10 gold a turn to upkeep.
Opposing Champions:
Save for Destroyer, once fully outfitted and levelled and trained, both Conquerors’ faction Champions are weak to single-target Champions and specialized assassins. Not only that, but like all other faction-specific Champions, they’re irreplaceable and cannot return after death. They are replaced by completely different units via the various methods to return them to life, as well. If you’re fighting the Conquerers, it’s highly recommended to kill their chosen Champion and whoever they get to replace them, until they have only generic Champions from the market available.
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Comments (293):
ChocolateIsTheBest:
I’m telling you all that under the coat is a female Conqueror. The same ones that ride the Wyverns, except with glasses and maybe pantyhose. Yes, the rest of the outfit is the same leather loincloth and top-band. Just added glasses and ripped pantyhose.
Rara43:
Least Horny Player right above me, tbh.
Nublet:
Guys, I’m freaking broke. How does anyone steamroll with this faction? I take one step into enemy territory and suddenly my soldiers have three stomachs each and my money disappears.
Ex-Nub:
Every faction knows they need to eat a lot, so they focus their supply lines, so you need to send more money and hope that some get through. Future techs make them better at gathering from the land and just not eating (lol) and lowers the cost of attrition for two turns, so you can thunder run. Or, just run Strategos, lmao.
Nublet:
But I want meme Destroyer to wreck the endgame.
Ex-Nub:
Ah, I see you’re a man of culture. Here’s by D*sc*rd handle and I’ll talk you through your game. I’ll be calling you trash, but I’ll talk you through it.
Nublet:
Ty!
Rara43:
Most Toxic Players right above me, tbh.
ChocolateIsTheBest:
Do you guys know any mods that I can use to make all the Conqueror’s loincloths even less clothy?
Rara43:
Why are you in the wiki. Go to the forums.
ChocolateIsTheBest:
Can’t. I got banned.
Rara43:
Let me guess… posting porn on the non-adult section?
ChocolateIstheBest
Nah, gamer words.
Rara43:
I see. Just filter by adult on the mod forum.
ChocolateIsTheBest:
Thanks!
Guest3949:
This is a pretty good game, but why is the community so weird? Also, why is one of the new Champions literally a self-insert gremlin?
Rara43:
They put him in as an April fool’s joke. You have to buy DLC to remove him. It’s like 69 cents.
Guest3949:
Based.
Rara43:
I hate that I can’t disagree.
Comments
The orks are truly the best faction. High tier units, men of culture, doesn't give a shit about endgame crisis and fortified trade lanes.
Valerian
2023-01-24 01:11:34 +0000 UTC