One thing that I don't see anyone talk about is that when you transform an outpost to a city, it still retains the outpost "building" which is costing you 10gold/turn. So, a tip for you and the uninformed - once you make a city from an outpost, go in the buildings and delete "outpost" from the list. Yeah, this should get done automatically, and it will probably be patched out, but right now it is how it is.
@@omologo95 I'll test it out and update you on it,then. Was thinking about doing a perfexctionist artisans chosen destroyers barbarian game where I would spam outposts everywhere with my scouts and get that tasty money
The AI is also really smart about expanding even on Easy. Though they tend to stall after only 3 cities, their placement is good. Even your "friend" will come across the map to box you in and claim the juicy resource tiles. Another great reason to grab those outposts ASAP.
Ohh yeah I totally agree, I have a playthrough where my so called ally completely played me and now looks at me with those innocent frog eyes "Is something the matter pal?" bastard.
@@moleundermanagement I've found myself not signing province claim pacts or selling/forgiving grievances.... "just in case" I need to set a neighbour straight. They really like to take advantage of your kindness in this game. 😅
@@BASSsic You mean the neighbor, who has their capital underground and just plops a city right at your border with no pacts or negotiation? Had to put one of those down in my latest singleplayer. Imagine going for perfectionist artisans and adept settlers with the plan to build to mega cities and one of the AI rulers just casually settles on your border. Let me tell you, they felt my wrath rather quick. That game ended with two alliances being at war and my opponents getting overrun by a mix of most tome battle mages, the mystic's spellbreakers and a bunch of plants.
This is another game like Civ 6...had the potential to be good but is unfortunately poorly designed garbage. It takes way too long to build units and there is not enough gold to produce adequate units to both attack and defend.
rush your first city ASAP adept settlers is such a good trait, imperium discount means you can transform your outpost to cities earlier and cheaper, doing the math, for 5 cities, you're about 700 imperium over someone without the trait, that's about 15 turns worth of imperium, huge advantage
outposts are also great for when your army is far from home. As you are going into hostile areas, put an outpost behind you and in the future you can move back to heal units that get hurt, also if you put walls on the outpost they can't insta attack units, so it can save you a few turns if you get surprised by a bigger stack
After 15 Hours, i missed that i can have more than +1 City Limit and can get over the Hero Limit. I'm not a native English speaker, and your voice is really understable. Huge Bonus :) Thx!!
On a related note, you shouldn't be afraid to steal land, or go into ruins other people have claims over, even your own allies. The penalties are not that high and you pay them to forgive you.
I honestly thought outpost did count against the city cap so I never used them unless I wanted to find the "perfect" spot to build a city as you stated. Thank you for this!
Is on my list right now! Please be patient though, lots to learn (cause barely any online information's outside the Game so i have to test everything myself). And I can't release a Video everyday even though there is so much to discuss.
...bruv say what you will, but your voice is soothing and a comfort among so many guide channels. Also thank you for finally answering how I build an outpost!
Hello! Thanks! it's really useful. I have another question. I noticed that having a special summoning skill for the hero (such as summoning an elemental or summoning undead) greatly facilitates the game. However, these skills do not always appear after the hero reaches the fifth level. Do you happen to know if there is any dependency regarding the appearance of these skills?
Hello Mole great video, any chance to make one about province improvements ? I tend to start a game, and when well into it I have all these special province improvements I can make but they are hard to use, lets say I have to place an improvement down and have to choose do I destroy one of my mines, or a forester/food etc, then I want to build a money guild in my city and I cant because I dont have 2/2 mines any more, thats just an example. Also there are some special province improvements that give lets say mana , and they give extra per conduit next to that province, but tbh I hardly ever get more than 2 conduit provinces next to each other... so it seems to me these province improvements are really hard to impliment well into your lands ? or am I wrong ? whats the best way to plan these provinces , and lets say late game do I just destroy all my food production and put down special provinces ??
You can use mana nodes and the special nodes that gives buffs (like haste berries and fireforge stone) and place conduits in them. Also, multiple affinity tomes allow you to build special conduit improvements themselves, like the herbalist, and their requirement to improve are very simple (like having forests around it)
Also, don't forget, if you click a province, in the lower side of the screen there is a small round icon with 2 spinning arrows. Click it and it will allow you to swap what type of province is there. If you want to go for a quick food boost and later on switch to productivity or whatever you desire, you can easily do so. I believe it comes with no cost except waiting a few turns.
It's definitely on my list. Not sure when yet, everything you see is self-taught. Believe it or not there is not much on the Internet to go by when it comes to AoW4. So the old "huh this is weird lets google it quick" does not work and I have to experiment a lot myself. But that is certainly a topic I would love to sink my teeth in sooner rather than later!
I think the special provinces are kind of meant as a bonus, like you happen to have a block of quarries and notice you can transform one of them. Planning ahead for it does not seem worth it, there are too many competing short-term considerations, and the long-term payoff of the special provinces isn't that great to justify them.
At my actual game i found this free city that always spawn with your race. That city has very good recources,but when i have them my whisperstone they very quickly ask me for money. I didnt want to give them my very needed money so i claim this city by war and i think it was a good choice becouse this way i got a very good extra city very early in the game.
yeah i figure out real fast unless you are a barbarian culture you might as well used your first hero as outpost building and try to follow the scout around to set up outpost. cause in the firs20 turn nobody is attack anybody even the bandit.
@Mole Undermanagement that's my point.. not every outpost is going to exclusively be a goldmine, and putting one on a goldmine is a break even, not a bonus. Outposts are a drain, just depends how crazy you go with them... by all means, they should be used, but spamming them every other province is a massive gold sink (there aren't goldmines every other tile).
@@wolfshanze5980 Depends on the empire and how much gold they produce. 10 gold per turn is like the maintenance of a single tier 2 unit, so its a tradeoff of between building early units (that probably march around for the next 10 turns and have nothing important to do) vs using that gold per turn to get territory and claims.
Can do this to grab provinces with gold that also have a mana or knowledge resource beside them and build the work camp.... You get 10/20 mana/knowledge fot 150gold in 5 turns (less with traits) ... Better than most buildings inside your city
They really have to do something about this, sure I can accept making a few outposts early but it's to the excess. At least let scout units build them. Or make an outpost limit or something.
There's an artificial cap to outposts. Every outpost costs 10g per turn to maintain... you spam enough outposts you can bankrupt yourself on maintenance fees.
They grant the research, mana and gold. The rest is wasted with exception of the magic materials such as archon blood, those are added to global total but many of their yields are lost with exception of the other 3.
As great as outposts are, one word of caution... Gold, Gold, Gold. Every outpost has a maintenance cost of 10g per turn... unless you're only plopping outposts on Gold Mines (which breaks you even), 10 outposts = 100g in maintenance a turn... those outposts add up. If you're swimming in gold and don't care, that's fine, but if you're struggling for gold, spamming outposts every two feet might be the source of your problem!
I really dislike these maps where a good chunck of the map is basically unusable because there is lava or the sea, seems to be a trend with these kind of games and it sucks.
so..after you said outposts can make you money like 3-4 times, in the end it turns out they *cannot* make you any money lol xD why make a video with clearly incorrect information and i'd say generally pretty bad advice all way around the only thing is to place outpost on a next to a gold mine province and where you may want a city later outposts are generally expensive and a money sink (150g each with work camp) and should be places strategically for exploitation of rare resources or to prevent enemies from expanding. they do not provide income from food, draft, production (outpost feel kind of half assed in this game)
Turn them into cities and if you go above city cap, turn the cities into vassals. This way you can create a belt of sattelite states around your main terretory
If they make sense to you as a city I say yes. Cities are pretty easy to maintain later on even with the cap. But in the end it comes down to your own decision if a City in that territory will give you the benefits you NEED right now.
One thing that I don't see anyone talk about is that when you transform an outpost to a city, it still retains the outpost "building" which is costing you 10gold/turn. So, a tip for you and the uninformed - once you make a city from an outpost, go in the buildings and delete "outpost" from the list. Yeah, this should get done automatically, and it will probably be patched out, but right now it is how it is.
how do i do this on ps5?
@@TheBlueFlame112 this has long been fixed
You should also mention that any outpost can later get the Teleporter upgrade, which is super helpful for quick maneuvering of your forces.
Most underated comment, up up up!
Does the Astral affinity teleporter upgrade that grants them mana affect the outpost teleporters?
@@insaeculasaeculorum I'm not quite sure to be honest. That's something to science up.
@@omologo95 I'll test it out and update you on it,then. Was thinking about doing a perfexctionist artisans chosen destroyers barbarian game where I would spam outposts everywhere with my scouts and get that tasty money
@@insaeculasaeculorum Cool, cool. Looking forward to the feedback.
The AI is also really smart about expanding even on Easy. Though they tend to stall after only 3 cities, their placement is good. Even your "friend" will come across the map to box you in and claim the juicy resource tiles. Another great reason to grab those outposts ASAP.
Ohh yeah I totally agree, I have a playthrough where my so called ally completely played me and now looks at me with those innocent frog eyes "Is something the matter pal?" bastard.
@@moleundermanagement I've found myself not signing province claim pacts or selling/forgiving grievances.... "just in case" I need to set a neighbour straight. They really like to take advantage of your kindness in this game. 😅
@@BASSsic You mean the neighbor, who has their capital underground and just plops a city right at your border with no pacts or negotiation?
Had to put one of those down in my latest singleplayer. Imagine going for perfectionist artisans and adept settlers with the plan to build to mega cities and one of the AI rulers just casually settles on your border. Let me tell you, they felt my wrath rather quick.
That game ended with two alliances being at war and my opponents getting overrun by a mix of most tome battle mages, the mystic's spellbreakers and a bunch of plants.
I think they are only good at expanding cause they get a ton of bonus even on easy difficulty.
This is another game like Civ 6...had the potential to be good but is unfortunately poorly designed garbage. It takes way too long to build units and there is not enough gold to produce adequate units to both attack and defend.
rush your first city ASAP
adept settlers is such a good trait, imperium discount means you can transform your outpost to cities earlier and cheaper, doing the math, for 5 cities, you're about 700 imperium over someone without the trait, that's about 15 turns worth of imperium, huge advantage
outposts are also great for when your army is far from home. As you are going into hostile areas, put an outpost behind you and in the future you can move back to heal units that get hurt, also if you put walls on the outpost they can't insta attack units, so it can save you a few turns if you get surprised by a bigger stack
Ngl the comments were more helpful then the vid
@@michaelsimms7396 why would you lie?
You can also build outposts to claim magical materials which more than compensate for the cost of maintaining the outpost.
Outpost can be worth a lot of money through the "claims".
That can lead to grievances to trade with the AI and those are worth a lot.
Take prefectonist trait and when you upgrade the outpost with pallisade walls, you earn gold from outpost ;)
That’s actually super cool, I’ll have to try that out going with materium!
@@ethanmca320 Grabbing perfectionist gives ticking materium anyway so dont need any additional investment.
Do it with the cloaked scouts as barbarians and you are even better of caus of the second free building and the added capability of throwing them out.
@@mrCyk0 So each attachment upgrade to the outpost adds the bonus? Ex- Walls add a bonus, then the other building adds on top of that then?
@@wickeddrac7489 if Palisade does it I don't see why watchtowers shouldn't
as you mentioned placing on goldmines, you can also use that for mana or knowledge. 10 gpt for 10 knowledge isn't a bad trade
After 15 Hours, i missed that i can have more than +1 City Limit and can get over the Hero Limit. I'm not a native English speaker, and your voice is really understable. Huge Bonus :) Thx!!
Aww thank you, I appreciate that
On a related note, you shouldn't be afraid to steal land, or go into ruins other people have claims over, even your own allies. The penalties are not that high and you pay them to forgive you.
Unless they are the trait that dislike trading of grievences
I honestly thought outpost did count against the city cap so I never used them unless I wanted to find the "perfect" spot to build a city as you stated. Thank you for this!
would love a guide how to build/expand successfully in the underground
I second this.
Is on my list right now! Please be patient though, lots to learn (cause barely any online information's outside the Game so i have to test everything myself). And I can't release a Video everyday even though there is so much to discuss.
Use your scouts to dig
...bruv say what you will, but your voice is soothing and a comfort among so many guide channels. Also thank you for finally answering how I build an outpost!
I appreciate that!
Holy shit at 10:00 I totally didn't know that some skills are like that, repeatable. Thanks
Don't you worry I didn't notice it (even knowing about it) till 2 days after the release xD
Ok, this has helped me immensely! Cheers!
Glad I could help!
Hello! Thanks! it's really useful.
I have another question. I noticed that having a special summoning skill for the hero (such as summoning an elemental or summoning undead) greatly facilitates the game. However, these skills do not always appear after the hero reaches the fifth level. Do you happen to know if there is any dependency regarding the appearance of these skills?
I watched some late game videoes on youtube and I found that those skills may shown up later at level 10 or 15 or 20, just a roll of dice I guess.
Hello Mole great video,
any chance to make one about province improvements ?
I tend to start a game, and when well into it I have all these special province improvements I can make but they are hard to use, lets say I have to place an improvement down and have to choose do I destroy one of my mines, or a forester/food etc, then I want to build a money guild in my city and I cant because I dont have 2/2 mines any more, thats just an example.
Also there are some special province improvements that give lets say mana , and they give extra per conduit next to that province, but tbh I hardly ever get more than 2 conduit provinces next to each other... so it seems to me these province improvements are really hard to impliment well into your lands ? or am I wrong ? whats the best way to plan these provinces , and lets say late game do I just destroy all my food production and put down special provinces ??
You can use mana nodes and the special nodes that gives buffs (like haste berries and fireforge stone) and place conduits in them. Also, multiple affinity tomes allow you to build special conduit improvements themselves, like the herbalist, and their requirement to improve are very simple (like having forests around it)
Also, don't forget, if you click a province, in the lower side of the screen there is a small round icon with 2 spinning arrows. Click it and it will allow you to swap what type of province is there. If you want to go for a quick food boost and later on switch to productivity or whatever you desire, you can easily do so. I believe it comes with no cost except waiting a few turns.
It's definitely on my list. Not sure when yet, everything you see is self-taught. Believe it or not there is not much on the Internet to go by when it comes to AoW4. So the old "huh this is weird lets google it quick" does not work and I have to experiment a lot myself.
But that is certainly a topic I would love to sink my teeth in sooner rather than later!
I think the special provinces are kind of meant as a bonus, like you happen to have a block of quarries and notice you can transform one of them. Planning ahead for it does not seem worth it, there are too many competing short-term considerations, and the long-term payoff of the special provinces isn't that great to justify them.
At my actual game i found this free city that always spawn with your race. That city has very good recources,but when i have them my whisperstone they very quickly ask me for money. I didnt want to give them my very needed money so i claim this city by war and i think it was a good choice becouse this way i got a very good extra city very early in the game.
I thought I was WAY LATE behind the AI, until I remember I was playing against the 3 kings brothers. ^^
Still, thanks for the video !
yeah i figure out real fast unless you are a barbarian culture you might as well used your first hero as outpost building and try to follow the scout around to set up outpost. cause in the firs20 turn nobody is attack anybody even the bandit.
10g maintenance per turn per outpost will bankrupt an early game empire if you spam outposts like there's no tomorrow.
That's why you use the the Goldmines as mentioned in the Video, to completely offset the cost :)
@Mole Undermanagement that's my point.. not every outpost is going to exclusively be a goldmine, and putting one on a goldmine is a break even, not a bonus.
Outposts are a drain, just depends how crazy you go with them... by all means, they should be used, but spamming them every other province is a massive gold sink (there aren't goldmines every other tile).
@@wolfshanze5980 Depends on the empire and how much gold they produce. 10 gold per turn is like the maintenance of a single tier 2 unit, so its a tradeoff of between building early units (that probably march around for the next 10 turns and have nothing important to do) vs using that gold per turn to get territory and claims.
Good content :D please provide more :)
Already on it, there will be more. Actually if everything works out, the next one should be up and running till the end of the week :)
Very good Information!
Thank you sir
dafür das du nur 300 abonnenten hast machst du das schon ziemlich gut. schön flüssige darstellung. content ist interessant. ich seh potential.
Pardon?
I guess, thank you if I got that right? :D
@@moleundermanagement yes ;)
Can do this to grab provinces with gold that also have a mana or knowledge resource beside them and build the work camp....
You get 10/20 mana/knowledge fot 150gold in 5 turns (less with traits) ... Better than most buildings inside your city
They really have to do something about this, sure I can accept making a few outposts early but it's to the excess. At least let scout units build them. Or make an outpost limit or something.
Barbarian's scouts can build them
Otherwise,just buy another hero and cope with that 30 gpt to settle
There's an artificial cap to outposts.
Every outpost costs 10g per turn to maintain... you spam enough outposts you can bankrupt yourself on maintenance fees.
@@insaeculasaeculorum yes Mr Obvious, he said it in the video. The gold isn't the issue it's the half-assed rushiness of it all.
@@wolfshanze5980 Unless you build it on gold ore.
What happens if you capture a production node with your outpost? Where does your production go?
Unfortunately, nowhere, food and Production are not helpful at all in Outposts.
Do outposts and cities get income from the tiles they settle on?
As mention in the Video, yes they do :3
@@moleundermanagement oh sorry, my attention span was fried from watching a ton of tutorial videos lol
all good
Is this viable to play with a single mega-city?
I have not tried any exotic Map changes yet, so i can't answer that I am afraid :( (i guess not?)
I wasn't thinking about map modes, rather just 'what if you never actually found more cities?'.
If you just keep annexing to your Throne.
Lol, I only just bought the game - I had no idea the 'one city' game modifier was called megacities until just now.
Ohhhh hahaha that explains it, have fun man!
so you but outposts next to goldore
It won't hurt you lol
I don't sleep well with this game)
Do resources from outposts go back to a city? I had one set over a node that gives draft, but the draft in my city did not go up at all
Mb draft is a more local res, try gold or mana
They grant the research, mana and gold. The rest is wasted with exception of the magic materials such as archon blood, those are added to global total but many of their yields are lost with exception of the other 3.
They nerfed them...
As great as outposts are, one word of caution...
Gold, Gold, Gold.
Every outpost has a maintenance cost of 10g per turn... unless you're only plopping outposts on Gold Mines (which breaks you even), 10 outposts = 100g in maintenance a turn... those outposts add up.
If you're swimming in gold and don't care, that's fine, but if you're struggling for gold, spamming outposts every two feet might be the source of your problem!
Maintenance costs ruin this game.
Pretty clearly addressed in the video.. smh
@@rjmeeker89Wrong
Ive literally been trying to play this game for 3 days now but after maybe 14 crashes or more Im just losing interest in dealing with it anymore
❤MU🖖
Such a good good game
I really dislike these maps where a good chunck of the map is basically unusable because there is lava or the sea, seems to be a trend with these kind of games and it sucks.
Ohh that is self-inflicted, I did choose Lava Islands :)
so..after you said outposts can make you money like 3-4 times, in the end it turns out they *cannot* make you any money lol xD
why make a video with clearly incorrect information and i'd say generally pretty bad advice all way around
the only thing is to place outpost on a next to a gold mine province and where you may want a city later
outposts are generally expensive and a money sink (150g each with work camp) and should be places strategically for exploitation of rare resources or to prevent enemies from expanding. they do not provide income from food, draft, production (outpost feel kind of half assed in this game)
Thumbs down leave The sales pitch to the end of the video
You mean when 95% have turned off the Video and forget about those things? That would be a pretty bad decision.
But should u turn these outpost into cities or no ?
Turn them into cities and if you go above city cap, turn the cities into vassals. This way you can create a belt of sattelite states around your main terretory
If they make sense to you as a city I say yes. Cities are pretty easy to maintain later on even with the cap. But in the end it comes down to your own decision if a City in that territory will give you the benefits you NEED right now.