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Re: Jotunheim:Utgard AAR
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Re: Jotunheim:Utgard AAR
Gerne ! http://forum.shrapnelgames.com/images/icons/icon12.gif
And I don't even want to think about what time it is in Houston right now, but about 3 am I would guess... http://forum.shrapnelgames.com/images/icons/icon12.gif CharonJr |
Re: Jotunheim:Utgard AAR
I like Gift of Health for Jotun. Your troops Last longer than normal troops, if well cared for. The exp stars exponentially increase the value of a Jotun. Enchantment Five also yields Dispel, providing you with two strategies for countering Burden of Time.
Aikamun [ February 12, 2004, 17:00: Message edited by: Aikamun ] |
Re: Jotunheim:Utgard AAR
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Re: Jotunheim:Utgard AAR
Personally, I'm thinking Conjuration 5 looks like a good next target. With Construction 4 imminent, the acquisition of water gem income, and the recent rediscovery of Skrattis, it may be time to start producing those Clams to crank out the astrals. In my experience, you can never have too many Astrals: They are by far the most useful gem type in the game. Combine with the fact that there aren't all that many uses for water gems, as most of the water spells I like tend to be either inexpensive, or free combat spells. Most Water GEs, the really heavy sources of gem expenditure, are undesirable for casting or just not that impressive for a non-aquatic nation.
Gift of Health is a good thing to have, but with a puny 19 nature gems in your treasury and a mere 2 per turn, I don't see that happening anytime soon. Takes at least 200 gems to make a GE stick vs. the AI, and anything worth doing is worth doing with excessive force, as I always say. So clearly, a good starting target is Conj-5, for Acashic Record. Search those provinces good and proper. [ February 12, 2004, 18:33: Message edited by: Norfleet ] |
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Please bear in mind that I do this in addition to making clams with the water income. In the mid-to-late game I burn through quite a few astral gems summoning Angelic Hosts. I just love those move-3, fire-3, holy-4 avenging angels. I can never have too many. |
Re: Jotunheim:Utgard AAR
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Clams, on the other hand, assuming you didn't want Astrals at all, and only wanted water-to-water, would be a 20 turn investment, assuming you did nothing except build the clams, equip it, and alchemize the astrals produced into water gems at 2 for 1. If your primary concern is the water gems produced by the SK, the ROI on clams is better, and better still if you actually want those Astrals...and it looks like you do, as 3/turn is rather anemic. It gets better if those Astrals are then immediately used to search for more sites via Acashic, which will surely expand your gem income on all sides. As for the other uses of the Sea King, such as forging those boots of quickness, a Skratti can do that also. You needed the Skratti to summon the Sea King anyway. I personally think you're better off cranking out as many clams as income permits, rather than saving for the Sea King now. If you can summon a Sea King, you can start summoning trolls with your own Skrattis anyway. The Sea King can wait until the gems start pouring in. [ February 12, 2004, 19:23: Message edited by: Norfleet ] |
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PS - all my mages in my R'leyh game have clams, but just 1 each. That game has 3 sea kings thus far, and about a half-dozen on my fav angels. Plus many other, non-void, summons. Very magic-heavy, as you might expect from the squids. |
Re: Jotunheim:Utgard AAR
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PS to all: I need more feedback on what magic school you'd do next ... [ February 12, 2004, 20:01: Message edited by: Arryn ] |
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