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Re: Defining pretenders
Quote:
But, how are you going to surprise someone when you *need* to (that is, when the game is going adly), if you have "different tactics" -box full of different pretenders? It's not that easy to find a strategy that fits a pretender you created for different strategy... I admit, playing a game in which you create a surprising pretender can be fun, and you might even win. But playing a race that can win the normal way you have better chances of winning (I think). Anyway, as I'm still waiting for my copy of Dom2, can anyone tell me is there any reason to play with Turmoil? As Maenad seem rather weak and I would like to use Pangaea's new strengths (seemingly Centaur warriors), and reading the Posts of this forum, it seems going for Order/Misfortune is much better. I hadn't realised it's 50% difference in gold if you go to Tumoil+3, and that definitely has an effect in play... I don't know what I'm supposed to do with that money. |
Re: Defining pretenders
Quote:
But, how are you going to surprise someone when you *need* to (that is, when the game is going adly), if you have "different tactics" -box full of different pretenders? It's not that easy to find a strategy that fits a pretender you created for different strategy... I admit, playing a game in which you create a surprising pretender can be fun, and you might even win. But playing a race that can win the normal way you have better chances of winning (I think). Anyway, as I'm still waiting for my copy of Dom2, can anyone tell me is there any reason to play with Turmoil? As Maenad seem rather weak and I would like to use Pangaea's new strengths (seemingly Centaur warriors), and reading the Posts of this forum, it seems going for Order/Misfortune is much better. I hadn't realised it's 50% difference in gold if you go to Tumoil+3, and that definitely has an effect in play... I don't know what I'm supposed to do with that money. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You can take the middle of the road and have Order 0, Luck +3. You have less income but you'll have some luck events; and better results for "cross-breeding". 120 points are a big deal but if you intend to use a cheap pretender (e.g. Wyrm, Dragons), it's affordable. |
Re: Defining pretenders
Okay, let me try this one more time (with a MUCH better understanding than the first. Thanks again for all the informative responses!). Pretenders are designed to fill at least one of the following functions (in no particular order):
1) Bargain. The best way this pretender can help their nation is by being personally weak so that the nation can be strong. 2) Search. This pretender will have at least three spheres with at least two picks each. Because of the time intensive nature of searching, this pretender is unlikely to be much of an asset in creating items, researching or winning provinces in the early game, though they may very well excel at any of these later on. 3) Research / Craft / Summon*. This pretender stays at home and minds the shop. They have whichever magic picks are most conducive to generating greater research and/or producing items and/or performing summons*. 4) Blessings. Has picks of four and/or nine spheres in every college of magic they have. A Bless Effect pretender will also fit one of the other roles. 5) Combat. Needs to have reasonably high hit points. Can be a simple fighter, a magic caster or a combination of the two. Can generally benefit greatly from some item support. Some care needs to be taken not to risk them unduly. 6?) Stealth? No one's mentioned it, but I suppose you could make a stealthy, high dominion pretender in an attempt to covertly spread dominion and spy out weaknesses. Seems risky, but a nation like Machaka (which starts scoutless) could benefit. ~Aldin * summon = any global casting |
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