View Poll Results: When of the following are essential when designing your pretender?
|
He needs to be capable of solo expansion in early game. (turns 5-15)
|
|
26 |
9.63% |
He needs to be an overwhelming combatant in middle game (turns 15-30)
|
|
11 |
4.07% |
He needs to be a major player even in late game.
|
|
13 |
4.81% |
His magic paths need to expand on his nations strenghts.
|
|
18 |
6.67% |
His magic paths need to negate his nation's weaknesses.
|
|
39 |
14.44% |
His magic paths need to allow certain rituals.
|
|
33 |
12.22% |
His magic paths need to allow some decent bless effects.
|
|
14 |
5.19% |
His magic paths need to allow powerful blessing effects.
|
|
5 |
1.85% |
He needs to be a great site searcher.
|
|
15 |
5.56% |
He needs to be a great researcher and forger.
|
|
16 |
5.93% |
He needs to be a flier, or able to quickly become very mobile.
|
|
11 |
4.07% |
He needs to be immortal, or at least have recuperation.
|
|
7 |
2.59% |
He needs to have very strong dominion.
|
|
11 |
4.07% |
He needs to be very hard to harm or kill with a surprise attack.
|
|
19 |
7.04% |
He needs to be cheap enough to allow great scales, a powerful theme or a nice castle.
|
|
19 |
7.04% |
He needs to be conductive to roleplaying a Divine being.
|
|
13 |
4.81% |