Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Orcs are great, especially when aided by a dark empire, as with a shipyard that can allow Orcish Industry to basically just generate itself, leading to each fortress having a high chance of having a 80~ army strength army. Also keep in mind, if you're building orcish fortresses you want them to have as many connection points as possible, as they create an army based on neighbouring industry strength.
Elves are great for armies as well- Both as an actual source of a dark empire, or alternatively as a distraction/meat grinder force, since you can easily turn the empires of the world against the elves without actually turning the elves into a dark empire, which'll then allow your dark empire who won't get distracted by elves to be the only real standing armies on the map. And elves always have a commander in each of their armies, meaning they almost always trade favourably.
The First Daughter can provide quite a large army that generates somewhat absurd amounts of arbitrary threat, and serves as a great distraction for the worlds armies, while also allowing you to slowly destroy cities with her aura effect, which as with all city destruction methods permanently removes an army.
If you have the DLC, the Shoggoth serves as a combination between the First Daughter and the elf method, spawning a good number of large armies which can each individually distract most of the worlds armies while also tending to trade favourably simply due to the number of armies.
Other than that, if you can reduce a cities population, easiest to do with a plague, that'll translate to a rough army size cap reduction from that city, and obviously if it manages to wipe a city out that stops the army from respawning until the city is rebuilt, which is very effective.
Commanders can also help a lot- Choosing an empire that has a lot of high command heros will ensure some of those heros, regardless of their personal enshadowment, end up commanding your armies, which lets your armies trade favourably. You can also get an Orc Warlord up to insanely high command pretty easily, since its all they really need to spec into for orc management, and then they can serve as good commanders even if they aren't actually part of your dark empire.
One of the more confusing aspects of this game is that all cities are not born equal. Capitals get trade bonuses to their prosperity, and the cities with the most population and prosperity will have the biggest armies. Aiming for cities and nations in the "green belt" of the map will give the biggest returns for effort spent when making a dark empire or theocracy.
Maybe if i was a better player i'd have time to screw the big important enemy empires with manual vendeta/civil war cycles, but i usually dont have resources (agents/turns) to do that while progressing the game plan.
At the end of the day I dont think empire really needs to be combat capable or stable by itself, it's just another disposable tool + a way to keep the good guys busy while you reach the god's endgame.