Factory: Difference between revisions
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Factory represents a part of [[Jadame]]. | Factory represents a part of [[Jadame]]. | ||
"Factory armies combine nature with advanced technology such as the mechanical troops, rifles, flamethrowers, but also creatures enhanced by magical advancements." | ''"Factory armies combine nature with advanced technology such as the mechanical troops, rifles, flamethrowers, but also creatures enhanced by magical advancements.''" | ||
Factory's [[native terrain]] is [[wasteland]]. | Factory's [[native terrain]] is [[wasteland]]. | ||
Revision as of 21:27, 10 February 2024
![]() Fully built Factory, as seen on the adventure map |
Towns |
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Factory is a neutral alignment town with the mercenary and artificer hero classes. Factory represents a part of Jadame.
"Factory armies combine nature with advanced technology such as the mechanical troops, rifles, flamethrowers, but also creatures enhanced by magical advancements."
Factory's native terrain is wasteland.
Factory building tree

Common Buildings and Mage Guild
| Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||
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Village Hall (existing) |
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Fort
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Tavern
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Mage Guild level 1
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Town Hall
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Citadel
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Marketplace
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Mage Guild level 2
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City Hall
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Castle
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Resource Silo (1
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Mage Guild level 3
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Capitol
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Mage Guild level 4
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Mage Guild level 5
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| Total Common Buildings: |
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Total Mage Guild: |
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Creature Dwellings
| Structure | Base Cost | Upgrade Cost | Creature | Max Grw |
Upg Cr Cost |
Cost/ Week | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Halfling Adobe |
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30 | 60 |
1800 | |||||||||||||||
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Foundry |
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16 | 170 |
2720 | |||||||||||||||
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Ranch |
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15 | 230 |
3450 | |||||||||||||||
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Manufactory |
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10 | 450 |
4500 | |||||||||||||||
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Catacombs |
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6 | 650 |
3900 | |||||||||||||||
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Watchtower |
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4 | 1100 |
4400 | |||||||||||||||
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Serpentarium |
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2 | 3500 1 |
7000 2 | |||||||||||||||
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Gantry |
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2 | 3500 2 |
7000 4 | |||||||||||||||
| Total Dwelling Cost: |
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Weekly Troop Cost: | 34770 6 | ||||||||||||||||||
Unique Buildings
| Structure | Effect | Cost | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
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Bank | Allows the player to get a loan of 2500 gold, decreasing the town's income by 500 gold for 5 days. |
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Mana Generator | Gives a garrison hero 20 additional spell points for the duration of any siege defense. |
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Artifact Merchants | Allows the visiting hero to buy/sell artifacts. |
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Pen | Horde Building. Growth +3/week for |
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Lightning Rod | Grail Structure. +5000 Strikes all enemy stacks with lightning first round of the controller's turn. Occurs in every battle the player participates in, anywhere on the map. Damage is based on the number of buildings in the grail town. |
n/a | |||||||
| Total Cost: |
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Heroes
| Factory heroes | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | Class | Specialty | Skill 1 | Skill 2 | Spell | ||||||||
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Halflings | Basic Leadership | Basic Luck | ||||||||||
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Mechanics | Basic Offense | Basic Tactics | ||||||||||
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Gunslingers | Advanced Archery | |||||||||||
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Diplomacy | Basic Leadership | Basic Diplomacy | ||||||||||
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First Aid | Basic Armorer | Basic First Aid | ||||||||||
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Scouting | Basic Archery | Basic Scouting | ||||||||||
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Armorer | Basic Offense | Basic Armorer | ||||||||||
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Ballista | Basic Artillery | Basic Ballistics | ||||||||||
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Armadillos | Basic Wisdom | Basic Pathfinding | ||||||||||
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Automatons | Basic Wisdom | Basic Tactics | ||||||||||
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Sandworms | Advanced Wisdom | |||||||||||
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Gold | Basic Wisdom | Basic Scholar | ||||||||||
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Frenzy | Basic Wisdom | Basic Intelligence | ||||||||||
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Lightning Bolt | Basic Wisdom | Basic Sorcery | ||||||||||
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Land Mine | Basic Wisdom | Basic Learning | ||||||||||
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Weakness | Basic Wisdom | Basic Estates | ||||||||||
Banned secondary skills:
Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.
Necromancy and
Water Magic are not available for Mercenaries.
Necromancy,
Resistance, and
Interference
are not available for Artificers.
Creatures
| + colspan = 14 style="background-color:#Template:Blue 0; font-size: 120%; color:white; height:28px;" | Factory creatures | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
| 1 | 4 | 2 | 1 | 3 | 4 | 5 | 15 | 75 | 40 |
Ranged (24 shots), Positive Luck | |||
| 1+ | 5 | 2 | 2 | 3 | 4 | 6 | 15 | 95 | 60 |
Ranged (24 shots), Positive Luck, Ranged attack ignores 20% of enemy's defense skill | |||
| 2 | 6 | 5 | 3 | 4 | 14 | 6 | 8 | 186 | 140 |
Breath attack, Repairing (10 HP per unit) | |||
| 2+ | 7 | 5 | 3 | 5 | 16 | 7 | 8 | 278 | 170 |
Breath attack, Repairing (20 HP per unit) | |||
| 3 | 5 | 10 | 3 | 5 | 25 | 4 | 6 | 198 | 200 |
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| 3+ | 5 | 11 | 3 | 5 | 25 | 6 | 6 | 256 | 230 |
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| 4 | 12 | 10 | 7 | 7 | 30 | 8 | 5 | 669 | 350 |
Mechanical, Detonation | |||
| 4+ | 12 | 10 | 9 | 9 | 30 | 9 | 5 | 947 | 450 |
Mechanical, Detonation, No enemy retaliation | |||
| 5 | 13 | 12 | 12 | 16 | 50 | 8 | 3 | 991 | 575 |
Burrowing, Immune to Blinding and Stone gaze | |||
| 5+ | 15 | 12 | 12 | 16 | 60 | 10 | 3 | 1220 | 650 |
Burrowing, Immune to Blinding and Stone gaze, Devours corpses | |||
| 6 | 17 | 12 | 14 | 24 | 45 | 7 | 2 | 1351 | 800 |
Ranged (16 shots), Preemptive shot (once per round) | |||
| 6+ | 18 | 14 | 14 | 24 | 45 | 8 | 2 | 1454 | 1100 |
Ranged (24 shots), Preemptive shot (unlimited) | |||
| 7 | 17 | 17 | 25 | 45 | 160 | 11 | 1 | 3574 | 2000 |
Flying, Meditation (skiping a turn) | |||
| 7+ | 21 | 21 | 25 | 45 | 200 | 15 | 1 | 5341 | 3500 |
1 |
Flying, Meditation (without skipping a turn) | ||
| 7 | 18 | 20 | 40 | 50 | 200 | 6 | 1 | 3879 | 2200 |
1 |
Mechanical, Heat stroke | ||
| 7+ | 23 | 23 | 40 | 50 | 300 | 7 | 1 | 6433 | 3500 |
2 |
Mechanical, Heat stroke |
Town names
Unless specified by the mapmaker, towns will generate with a random name. Factory towns will use one of these following names:
| Arcadia | Ardon | Aurichalcum | Burton |
| Corakstone | Dardentor | Endurance | Fort Rotwang |
| Kergar | Mount Copper | New Dolere | Prospero |
| Ridder | Salda | Volta | Vulcan |
If there are more Factory towns on the map than possible names, they will use names taken from other towns.
User Commentary
- According to Kastore, Factory will be transitioning into good alignment and there will be a new evil-aligned faction added at some point.
- Factory has two creature line-ups: natural and technological. Both have their own level 7 creature and can be developed in parallel.
- Factory army is well balanced in offensive, defensive and support at all stages of the game.
- Maximum Mage Guild level is 5.
Pros:
- Despite its expensiveness Factory can choose one unit line-up and develop it quite quickly.
- Factory has 2 mechanical creatures which can be repaired (i.e. "resurrected") if damaged.
- Factory towns can "earn" 5-day income (2500 gold) in advance using Banks every 5 days. Banks are strategically useful at early game, so could be used to faster max upgrade halls and other income-based buildings in order to have great economical advantage at early game and further.
- Halflings are possibly the best level 1 unit. They shoot, like Master Gremlins, but have higher stats and an extra ability (ignoring enemy defence).
- Automatons are among the best level 4 units, with no enemy retaliation ability. They can be used as tanks early on and repaired with Mechanics or used as suicide-bombers with their Detonation at death ability, which allows them to explode and deal significant damage to all creatures surrounding them. This can be used early in the game to defeat much stronger enemies.
- Bounty Hunters are useful for clearing Wandering Creatures, Creature Banks and hero-vs-hero battles(recommended with Shackles of War and casted Anti-Magic spell in order to prevent harmful Forgetfulness and damage spells) which have only ranged creatures without casualties due to unlimited Preemptive Shots.
- Native terrain is wasteland, which makes it harder for other units to traverse (however, movement penalty is lower than for snow or swamp, which are native terrains of Tower, Cove and Fortress, respectively).
- Excellent Grail building; Lightning Rod can wipe out the entire army of wandering creatures, or deal significant damage against enemy hero's army. Sending multiple heroes a turn with no army when one of the allied Factory towns has the Lightning Rod can clear almost all enemies, except for units that have Spell immunity or a Spell Damage Reduction. This is the only type of Hit-and-run allowed since patch 1.7.
Cons:
- Factory is an expensive town. To have both unit line-ups a lot of resources is needed (70 Crystals just for the lvl 7 creature dwellings and their upgrades). On top of that, it has among the highest ore spending on all buildings, and the highest army cost (even when comparing 7 vs 7 units, and not including the level 3 Bellwether Armadillos).
- A lot of the Factory units are quite weak in comparison to other creatures of the same level, especially when unupgraded (especially Armadillos and Couatls).
- Most Factory units are quite slow (only Automatons, Sandworms and Couatls have at least 8 Speed), and a lot of the units have very low HP (Halflings, Bounty Hunters, Couatls are among the most fragile units for their respective tiers).
- Factory doesn't have 1-4 level flying units. All other towns besides Inferno and Stronghold have at least one. Their only flying units are Sandworms (level 5) and Couatls (level 7).














































