Order (faction)

## Overview

Order might look like a typical human medieval fantasy kingdom, complete with knights, priests, and paladins. Underneath that aesthetic lies an authoritarian state that rules with an iron fist. They live in cities built around a river and surrounded by green plains. Their buildings looks like your typical medieval kingdom.

## Heroes

The Order faction is all about buffing, supporting, and creating units. The faction-specific skills, Rallying and Blessing, are both amazing. Rallying boosts the power of units near your Hero constantly, so while Heroes are normally expendable in fights, when using a General players should try to keep their Hero alive as long as possible. Blessing is an even stronger skill, applying more powerful buffs to all of your units, not just the ones near your Hero. The downside is this buff is temporary, and you have to cast a spell to activate it. When using a Priest, players should use cheap spells to trigger Blessing and try to boost their mana regen so they can afford to cast more spells per battle.

Every Order hero starts out with skills that help them buff units, minimize losses, or create units. Focus on building off of this and creating a powerful army. More so than any other faction, Order depends on its units.

## Units

Order's army mainly consists of slow to average speed units with defensive abilities, such as  Protected &  Projectile Protection. Many of their higher tier units possess supportive healing abilities and auras to keep their units alive until they can reach the enemy, and a few are exceptionally fast and possess the  Charge ability. This allows them to run ahead and sow chaos in the enemy ranks while the rest of the army gets in range.

## City

Order Cities get access to the Engineer's Workshop, where their heroes can purchase the First Aid Tent and Ballista, and the Mercenary Hall, where random troops can be hired. They do not have an Antique Shop for buying/selling artifacts, though the Tower of Idolatry does sell 2 basic artifacts that provide small stat buffs to heroes.

Magic buildings in Order cities will primarily teach Wind spells. A level 10 Hero visiting the city can learn Hurricane from the Archives of Magic, while a level 15 Hero can learn Celerity from the Archmage Tribunal. Additionally, the Archmage Tribunal boosts the Aeromancy skill of visiting Heroes if they have never visited an Archmage Tribunal before.

Order is not especially dependent on any one resource for building or producing troops, though they do need slightly more  than . Their buildings require a mix of resources, and the only units which require anything other than  to produce are high tier units with low growth rates.

### Unique buildings

#### Conscription Centre

The Conscription Centre allows players to enlist or discharge troops to decrease or increase their daily gold income. The player can sacrifice approximately 1250 worth of troops to permanently increase their daily income by 250. They can also reduce their income by 250 in order to receive a random group of Order units worth approximately 1250. The player can only modify their income by up to 1000, meaning they can only enlist or discharge troops 4 times before hitting the limit.

#### Hostler

Any Heroes who visit a City with thhe Hostler built will receive a permanent +4 daily movement. Independent groups of units also receive +4 daily movement. The bonus is applied per city, so if a hero visits 2 cities with Hostlers they will receive a total +8 daily movement.

#### Counting House

The Counting House is an early building which gives the player 500 every day.

### Tower of Idolatry

The Tower of Idolatry is a building which sells two basic artifacts, and which allows the player to sacrifice one weapon, one other artifact, and one humanoid unit to create a powerful Idol. The power and abilities of the Idol depend on the unit and artifacts sacrificed, but the Idol will always have  Resurrection and  Impenetrable.

## Lore

History: 30 years ago, each city had it's own chieftain, but after a series of invasions over the following decades, all ended up swearing allegiance to the King-Tyrant of Order. Once peace started taking hold, the Kingdom of Order started expanding ever northwards, settling territories deep into the Northern Waste.

Culture: Split between Old and New. Old culture entails mirth, banter, and feats of strength. New culture focuses on discipline and industriouness.

## Strategy

Pros: Order Priests can buff entire army with each spell, which can add significant boosts at higher levels of skill. In the Conscription Centre you can sacrifice some units to add up to 1k gold generated per day. Hostler, while seemingly unassuming, can add up on large maps with multiple towns granting much needed mobility outside of once per week spells. Paragons have really good passives for tier 3 unit, and Paladins can constantly provide hp regen with aura of light.

Cons: Order Generals only buff units close to them. You need to continue casting spells through the battle for the blessing buff to stay. Seraph is an extremely fast flying charging unit, which means it occasionally goes deep inside the enemy lines by itself then gets surrounded and killed.

Overall: A solid faction. Provides options for more offensive playstyle with strongarm and cavalry, or more defensive with paragon and paladin.

## Gallery

Some images

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