You will find in this section the capitals for each race, and the structures particular to each race.
The choice of the structures to build in the capital is based on the experience chosen for the units of your leaders and is extremely important.
Those choices must be planned taking in consideration the race of the enemy, the size of the map and the gold available in the scenario. The level 5 structures are expensive and, often an immune unit, less expensive, will be more efficient in battle.
The guardians of the capitals generally have 900 HP and 50 armor. A guardian will get the first attack and will do 250 points of damage. Even if Disciples II allows to lower the hit points of the guardians, verify before you enter just in case... the guardians do not like visitors. If you enter a capital, will you be able to get out?!? If you succeed in Disciples I, you win! In Disciples II, the capital will crumbled and you get the gold and the mines of your enemy; there is a 50% chance that you will get his spells book. The enemy will disappear after a few turns and no... you can not enter the captured capital! Graveyards behind the capitals are full of leaders too brave! Capturing an enemy capital leaves you free to go around without being attack all the time. You can just go on with you quest. Beware, you need enemies to level up, keep some of them around.
The buildings, in this section, are a comparison of D1 (top) versus D2 (bottom) with the level and the branch that you can choose from. I may add screenshots of these buildings later, so you can see the evolution of the capital, a little later...
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