Lords could use some help
In the middle of my 1st playthrough with the Lords since several months on Endless difficulty. Much more balanced experience than with the Necrophages, mostly because I spawned next to Necros and they really are a drain on my economy. Thankfully all the other factions shower me with treaties and enticements.
Only minor issues so far but definitely worth fixing:
- I am stuck for ~40 turns on the main quest because I have been tasked to take a fortress at around the first Landfall, but the fortress is Lvl2 and full with Gorogs. Army strength of 1800, when my strongest stack was like 600-900. I am now well past the second landfall and I am just starting to be able to mobilise a stack strong enough to take it on.
- the penitent chapels are a victim of the district overhaul. We are on turn 65 and I still haven't managed to build one on all three villages of my starting territories. It would take like 10-15 turns to build the last one. Shouldn't they have a flat cost like extractors? Would love to be able to build them from the outposts too, like the extractors.
- the cost of the range and flying Lords units is far too high: I am at turn 65 and I still haven't managed to build a dragon, barely one range unit and it's nowhere near good enough to justify its cost. Had to skip the unit upgrade tech of a whole era because I didn't have any unit to apply it to. Pretty boring to field armies of only infantry for the whole game.
- small UI errors: one of the necromancer governors says it gives 1 science per district; actually it's one science per foundation. One of the Lords side quests (the corrupt soldier) asks to use the Parley action twice, but neither bribe or parley resolve the quest..
Otherwise struggling a bit more economically than I thought but that might be a skill or rng issue